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Published by angrybirds6908, 2022-06-17 11:15:05

Outbreak Undead 2e Gamemaster's Guide

Outbreak Undead 2e Gamemaster's Guide

Keywords: Zombies,TTRPG

Advanced Medicine - Detox the Delayed Damage rule of Poison with to “Metabolize” the remaining poisons/
A character has ingested poison or has been the ability to just have the initial Damage venom (see “Metabolize” in the special
bitten or stung by a venomous insect or animal. taken determine theTreatmentTime.After rules).
This applies to venom or poisons strong enough the character fails to have enough Injuries Success
to cause serious injury or death.This can also treated and is forced to “Metabolize”. The character is no longer poisoned.
include non-poisonous substances that instead “Treat Injury”: The character must get Failure
cause violent allergic reactions that can result at least 1Treat InjuryTriggered Effect per The character is forced to Metabolize the
in death. “Level of Magnitude” in any Injury in order poison (See the “Metabolize” entry in Spe-
LaborValue to get Mission Success.The physician has cial) or die or take some lasting chronic
injury due to the poison’s specific entry.
q10 per Wspent on the Hazard/ a limited amount of 6 in order to do this
To summarize all these
Upgrade or any other Labor cost indicated (which will be based on the extent of the interweaving factors to the
in an entry for the poison or venom. treatments of poisons:
TrainingValue(s) Injury). Delays as well as - resolved as 1. S ee what the Treatment

Tools - Chemistry “Complications” in {Advanced Medi- Time is based on the
*Only for animal venom or naturally occur- cine%, First Aid%} can reduce available Injury Magnitude
ring ingested poison. Time drastically. Running out ofTime can 2. The character must
cause a number of complications. be treated within that
Crucial Skill Check(s) Metabolize: A character left untreated window in order to avoid
{Endurance%, Toughness%, First or not fully treated may not die, but they Chronic Injury or death
Aid%, Advanced Medicine%} may agonizingly try to metabolize poison 3. Alter this window, or
Risk Factor(s) and venom in a last ditch effort to spare count certain numbers if
themselves lasting damage or death. injuries as “Treated” if the
W1 per Environmental Modifier, strength After the Treatment Time has passed, a character uses the right
of Poison/Venom may add extra Wto the character needs to make a Save Throw medicines or anti-toxins...
using {Endurance%, Toughness%}. this will be determined
GM’s Risk Pool. Each “Metabolize Poison” Triggered largely by narration or the
Hazard(s) Effect will count as a Treat Injury result. table to the right.
If the character has any Untreated Injuries 3. If the character has
Potent W5 remaining due to poison or venom after any untreated Injuries by
this, the character dies or suffers some the end of the Treatment
Reduce theTreatmentTime of this by 61. chronic repercussion based on the specific Time, then the character is
kind of poison or venom. A particularly forced to try to metabolize
Encounter Table the poison, likely taking
mild poison will inflict [ n Infection] damage.
None. Note: It his helpful to have
per remaining Injury that fails to be all poison damage delayed
Resource Catalog metabolized. until after this Mission fails,
Treatment Time:The character being using the initial damage to
None. only determine the Injury
treated has a certain amount of 6 they Magnitude without actually
Special inflicting any damage.
need to have themselves treated since
AnimalVenom: Characters bit by animal acquiring the Injury from [Poison] damage.
venom can use “Survival Gear”Training Failure to accomplish this will cause lasting
damage to the character.
Value when determining 6 needed. Absent of any specific rules based on the
Injury Magnitude of “Poisoned” Injury,
Antidote: Any gear that functions as an use the following reference to see how
effective antidote for this kind of poisoning long characters have to get their required
will immediately count as a Treat Injury number of “Treat Injury”Triggered Effects:
result. Extremely potent antidotes can
count as multiple Treat Injury results. nn Injury Magnitude Lv.1 - 660
nn Injury Magnitude Lv.2 - 630
Delayed Damage: A GM that wants nn Injury Magnitude Lv.3 - 615
to better represent treatment options of nn Injury Magnitude Lv.4 - 65
the poisoned character is able to replace nn Injury Magnitude Lv.5 - 61

If the physician does not get enough
“Treat Injury”Triggered Effects based on

the amount of 6 they have to attempt the

success, then the character will have the
“Pain” rule if they managed to survive and
they will apply the “Chronic” rule of the
Poisoned Injury.They will be forced to try

150 – Missions and Objectives

DETOX TREATMENTS Detox Treatments: Medicine – (treated poison)
Acetylcysteine (e.g., to treat acetaminophen poisoning)
The following are some general things that can be done to treat Alcohol (vodka 1:1 with orange juice) – (Ethylene glycol/anti-
poisons and venoms. Granted that most of this is metagame in freeze, menthol toxicity)
the sense that reading this and applying the knowledge in-game Antivenin (various animal and insect poisons)
will give an automatic benefit, but this knowledge is better shared Atropine sulfate (pesticides and nerve agents)
as a general matter. As a GM, you can withhold this information Diazepam – (Amphetamine or antihistamine poisoning)
and get characters to seek the right treatment for what ails them Dimercaprol –(Arsenic, mercury, or lead poisoning)
if you want to preserve tensions. Dexamethasone – Swelling in the brain [cerebral edema] caused
It should be noted,as far as “Reality Checking” goes, you are gen- by carbon monoxide poisoning)
erally far better off checking what the treatment is by poison.This Edetate calcium disodium (calcium EDTA) – Heavy metals
is just general information. Some treatments would exacerbate Hydroxocobalamin – (Cyanide)
the situation, notably the induced vomiting option, which in some Naloxone hydrochloride – (Opioid overdose)
cases is a terrible option as it would subject the esophagus to two Pyridoxine hydrochloride (Vitamin B6) – Ethylene glycol/anti-
doses of the same caustic and toxic material. freeze, false morel mushroom toxicity
Detox Treatments - Ingested Sodium nitrite – (Cyanide)
Ingesting activated charcoal (substance that binds ingested poisons Sodium thiosulfate – (Cyanide)
and reduces absorption) Succimer (DMSA, dimercaptosuccinic acid) – (Heavy Metal poi-
Induce vomiting, manually or by ipecac (Not recommended for soning, lead, arsenic, mercury)
poisons from ingested household chemicals)
Lavage (colloquially called stomach pump)
Alkaline diuresis (involves using sodium bicarbonate to increase
the alkalinity of the urine)
Dialysis (e.g., hemodialysis, peritoneal dialysis; used to remove
toxins from the blood)
Intravenous (IV; administered through a vein) fluids

Missions and Objectives – 151

Objectives

Now having seen the breadth of possi- Name of Objective This requires 6 to set the fire as well as
bilities described in the Mission Briefs, Description of Mission upgrade or several . worth of Fuel.The q required
doubtlessly the eager GM wants to find alteration provided by Objective.
ways to customize the Missions. Custom- Primary: Additional reward for Mission is equal to (5 x Structure Bonus) of the
ization options are what Objectives are for. Success as a Primary Objective.
Objectives are smaller components to an Secondary: Additional reward for Mis- Location. Each . of Fuel beyond the first
overall Mission that give it a unique spin sion Success as a Secondary Objective.
to better reflect the kind of scenario the used will reduce the initial requirement
GM wants to run.The greatest potential GENERAL OBJECTIVES
for Objectives lie in that they can also be by q5.
Player Character initiated in addition to These are Objectives that strike a good Primary: l25
being strictly the role of the GM. A Mis- balance between action and prepared- Secondary: l5
sion is still the purview of the GM, but the ness.There is a decent amount of these
characters can add their own take on how that can be claimed before the charac- Bait/Noisemaker
best to approach a Mission. ters even begin the campaign to reward Characters find out what distracts the
a player’s real-life preparedness. Most of attention of zombies and exploit this
PRIMARY AND SECOND- them require the completion of Missions knowledge by manufacturing equipment
ARY OBJECTIVES as described earlier in order to claim the that disorients them. Characters require

Not all Objectives are weighed equally in l rewards. Others add additional flair to q10 modified by {Construction/
importance, relevance or difficulty. For
this reason, all Objectives will have two existing Missions and Encounters.These Engineering%} to create an item that
modes of use, Primary and Secondary. Objectives are the most flexible and ubiq-
These reflect their potential importance uitous, as they can be included as an addi- can be used to reduce a GM’s Wpool by
in the grand scheme of the game. tional Objective to nearly any Mission the W5 or q10 for any Mission that requires
characters undertake.
PRIMARY OBJECTIVE As a Gamemaster’s tool, these Objectives {Stealth%}; can use during an Encoun-
are extremely useful as narrative mile-
Because Objectives that are instigated or stones that characters can reach.The fluid ter to add + when a character makes any
are part of the GM’s planned session will nature of these Objectives, and the ability
always have a little more narrative weight, of so many to be taken as both ‘Primary {Stealth%}.This item has a Capacity: 5,
these are considered “Primary Objectives” Objectives’ and ‘Secondary Objectives’ so may potentially be used more than once.
and will have a heftier reward for accom- means that using them as storytelling tools
plishing them. for campaign progression is extremely Primary: l40
simple. Secondary: l10
SECONDARY OBJECTIVE
Armed and Dangerous Documenting
Player character initiated Objectives are All characters in the party must carry A character must document the outbreak.
often good ideas, but may run contrary to either firearms or melee weapons with a This will require the use of a journal with
what is optimal based on the specifics of combined Lethality gear bonus equal to or writing implements, camera, or video
the scenario.These specifics may not be greater than +10x (use close range Lethal- recorder (applying Depletion with each
known to the player characters at the time ity for ranged weapons). attempt), and a “We Know This Much”
so they could be acting on incomplete or Mission. This can be claimed multiple
even faulty information.To reflect this, Primary: l50 times, but must apply to different subject
these are called “Secondary Objectives” Secondary: l20 matter (subject to interpretation by the
and they carry with them a lesser reward GM).
for accomplishing them. Armored Transport
The Objectives here for reference are Characters must successfully obtain a vehi- Primary: l20
organized by category so that a GM can cle with 5 or more Structure Bonus. Secondary: l5
find a way to adapt a player character’s plan
to your session’s events. Conversely, a GM Primary: l50 Enemy of My Enemy
can read these for inspiration on how to Secondary: l30 Even most dangerous groups of Vigilan-
customize their own Missions. tes can eventually be brought to reason.
Arson In these harsh times, the survivors can
Characters must set ablaze one building. take every ally they can get. Characters
must successfully use {Diplomacy%}
to persuade aVigilante group to leave the
characters alone.

Primary: l80
Secondary: l50

Pathfinder
Travel to a destination that is 10 miles
away per OL without using established
roads.This typically represents either treks

152 – Missions and Objectives

through the wilderness or requiring to take Survivor On the Offensive
a road that is so off the beaten path because Survive for 25 x Outbreak Level consecu- The characters must complete a “Cleanse”
all main roads are choked with barricades, Mission against either zombie or vigilante
abandoned cars (or worse). tive periods of 6 outside of a Stronghold. opponents. This can be taken multiple
Primary: l50 times, but subsequent attempts will only
Primary: l50 Secondary: l20
Secondary: l20 grant the l reward of a Secondary Objec-
Stronghold
SentimentalValue These Objectives all require that the tive.
Acquire a Security Blanket for a player characters have established or are mem-
character or NPC.When in a player char- bers of an existing Stronghold in order Primary: l60
acter’s possession it follows the normal to be undertaken. Most are focused on Secondary: l30
rules a detailed in the Survivor’s Guide. upgrading the Stronghold and the facilities
For NPCs, with a Security Blanket increase available within it. As a result these have Research
the most narrow range of application in The characters must accomplish a “We
J1 when determining how long they will scenario construction. Know This Much” Mission. This can be
taken multiple times, but subsequent
assist characters. Beacon
The only way that people will know that attempts will only grant the l reward of
Primary: l30 there are other survivors is to construct
Secondary: l10 a beacon to lead them to you. Characters a Secondary Objective.

Transport must construct a‘Beacon’ requiring q25. Primary: l15
A specific means of transport is required Secondary: l10
in order to reach a destination. A specific This will likely have a narrative impact on
category of vehicle must be obtained and the scenario. Search and Rescue
utilized (i.e. car, truck, boat, tram).This The characters must accomplish a “Search
may require a ‘Repair Vehicle’ Mission in Primary: l70 and Rescue” Mission. Instead of rescuing
order to make the vehicle usable which can Secondary: l30 people that will eventually become Pop-
ulation, characters can rescue specific
require a large amount of q potentially. Fortify individuals if it better helps the narrative
Complete a ‘Fortify’ Stronghold Upgrade. of a story.
A GM can randomize the amount if they
wish or can set a static amount. Primary: l20 Primary: l50
Secondary: l10 Secondary: l20
Minor Repair - q15 (5d5!) x Size
Moderate Repair - q20 (7d5!) x Size Sanctuary Supply Run
Serious Repair - q30 (10d5!) x Size A safe place to rest the weary soul must be The characters must undertake a “Supply
Massive Repair - q50 (20d5!) x Size constructed. Characters must construct a
The amount of q needed can be given ‘Sanctuary’ Stronghold Upgrade. Run” Mission with an increased q10

a serious reduction by acquiring specific Primary: l20 per Character. This can be taken multi-
parts and materials as determined by Secondary: l10 ple times, but subsequent attempts will
the nature of the vehicle and repair. For
TASKS only grant the l reward of a Secondary
instance, a spare tire could provide q50-
100% of the q needed is for a car that These Objectives allow for player charac- Objective.
ters to initiate a small selection of Missions
has a flat tire. on their own accord.This will most com- Primary: l30
This parameter could also be as simple as monly be a matter of Piggybacking these Secondary: l10
finding fuel in the right quantity to make Missions on other narrative based Missions.
the intended journey. In that situation, COMBAT OBJECTIVES
gathering fuel and bringing it to the vehi- Lay of the Land
cle or storing it for use on the journey will Characters must accomplish 3x OL “Scout” The most dangerous and exciting
Missions.These can be piggybacked with Objectives are those earned in combat.
reduce q per l needed to purchase the other Missions, or combining their neces- They require the destruction of the
player’s enemies or a very specific kind
fuel from a Resource Catalog.The amount sary q cost, or be taken independently of enemy.These are without a doubt the
most flexible as ‘Secondary Objectives’,
of q needed will use the “Travel” Mis- over time.
sion’s outline of needing ( q10 - Sb per allowing players to earn l during the
Mile) x E to travel. Primary: l60
Primary: l60 + q Needed Secondary: l30 course of virtually any other Objective.
Secondary: l20 + q Needed The only problem is that prolonged
combat is never a good strategy, so the

l rewards are disproportionately small,

save for the most crucial and dangerous of
opponents.While it seems advantageous to
have these as‘Primary Objectives’, most of
them grant the Gamemaster the ability to

Missions and Objectives – 153

deploy more dangerous opponents more environmental feature. ter for + on an E% check, or as a Second-
frequently, hence the importance of their
destruction. Frozen W0 ary Objective.

LIST OF COMBAT OBJECTIVES Upgrade any Standard Infected into one Primary: l10
Birds of a Feather of the “Frozen”. Secondary: l5

Defeat a swarm of Raptors with a Primary: l10 Minions
combined Size equal to 5xOL. If this Secondary: l5 An Encounter can feature the ability to
is a Primary Objective, then this will deploy an Opponent with the OBM sub-
allow the GM to deploy Raptors into an Keeper of the Keys type.This opponent can only be deployed
after at least 2d3 rounds of combat and
Encounter for + on an {E%} check, or Defeat a zombie that has on them keys the approach will likely be obvious and
or some form of passcard/ID that allows detectable to the characters. Surviving or
as a Secondary Objective the following access to some vital area. The GM gets fleeing this Encounter before the arrival of
Hazard is added to the Mission:
an extra W5 to spend on upgrades or the OBM will grant additional l rewards.
Raptors W2 Primary: l30
any Hazards they wish, but the GM must Secondary: l5
Deploy a swarm of Raptors with d3+1 Size. deploy at least one opponent and grant the
following rewwards for defeating it: Night Hunter
Survive or win 10xOL Encounters taking
Primary: l10 Primary: ReduceTime needed by 61d10 place during Night periods ofTime. Night
Secondary: l3 periods of Time between 14, 15 and 16
when using the keys on the opponent will count as 2 Encounters for the pur-
Dust to Dust to grant access to an important area or poses of tracking the progress of this
unlocking levels in a Location’s Resource Objective. During a new moon, then this
Defeat 10xOL Husk zombies. Catalog. is increased to counting as 3 Encounters.

As a Primary Objective, add this to the Secondary: l5, add + to the charac- Primary: l30
Mission: Secondary: l10
ters’ next {Search%} check.
Peace and Quiet
Encounter Table Additions Keelhauled Defeat a Banshee zombie or If this is a Pri-
mary Objective, then this will allow the
+ – 3x Husk Defeat 10xOL Drowned zombies. If this is GM to deploy the Banshee into an Encoun-
a Primary Objective, then this will allow
As a Secondary Objective the following the GM to deploy the Drowned into an ter for + on an E% check, or as a Sec-
Hazard is added to the Mission:
Encounter for + on an E% check, or ondary Objective the ‘Banshee’ Hazard is
Husk W0 now available to GMs. This objective is
as a Secondary Objective the ‘Drowned’ automatically available if a “Patient Zero
Hazard is now available to GMs for free. – Banshee” Hazard is in effect.

Upgrade any Standard Infected into a Encounter Table Additions Primary: l10
“Husk”. Secondary: l5

Primary: l10 + – 1x Drowned Put to Sleep
Secondary: l5 Survive 3xOL Encounters with Hellhound
Primary: l10 and/or Hellcat Beasts. If this is a ‘Primary
Hunter Secondary: l5 Objective’, then the ‘Wolf Pack’ and/or
‘Hunting Cat’ Hazard is now available to
You make it your goal to go out of your Legendary GMs for free.
way to eradicate as many threats as pos-
Defeat 10xOL Vampires. If this is a Pri- Primary: l20
sible. Each opponent slain will grant l mary Objective, then this will allow the Secondary: l5
GM to deploy theVampire into an Encoun-
equal to (Size x opponent Perception Rage
Bonus).This cannot be a Secondary Objec- ter for + on an {E%} check during peri- Defeat 10xOL Ghoul zombies. If this is
tive. a ‘Primary Objective’, then the ‘Ghoul’
ods of Night, or as a Secondary Objective Hazard is now available to GMs. If the
Primary: Special the ‘Vampire’ Hazard is now available to Ghoul zombie is the one determined to be
Secondary: n/a GMs.This objective is automatically avail-
able if a “Patient Zero – Vampire” Hazard
The Iceman Goeth is in effect.

Defeat 10xOL Frozen zombies. If this is a Primary: l10
Primary Objective, then this will allow the Secondary: l5
GM to deploy the Frozen into an Encoun-
Liposuction
ter for + on an E% check, or as a Second-
Defeat a Glutton zombie. If this is a Pri-
ary Objective the Hazard below is available mary Objective, then this will allow the
to the GM.This can only be an Objective GM to deploy the Glutton into an Encoun-
in regions or locations that have the ‘Cold’

154 – Missions and Objectives

‘Standard’ for this scenario, then the Pri- Primary: l60 which are generally zombie-light.Typi-
Secondary: l30 cally this is a feature that is paired with
mary l reward is l25 and the Secondary another Objective or Mission. By giving
l reward is l1 per OL.This objective is Zombie Horde an ordinary Objective or Mission a Time
Defeat Zombies during a continuous constraint, it becomes a Finale scenario. If
automatically available if a “Patient Zero – encounter with a total combined Size of
Ghoul” Hazard is in effect. 10xOL.These zombies can have arrived the characters ever reach l0, the Objec-
after initial deployment and can be of any
Primary: l10 alternate variety, likeTemplate or Unique. tive or Mission that this Finale is paired
Secondary: l5
Primary: l50 with will automatically fail and J will
Rest in Peace Secondary: l30
Defeat a Familiar Face zombie. If this is a be reduced by d6.
‘Primary Objective’, then the ‘Familiar’ Zombies
Hazard is now available to GMs for free. Defeat 25 Standard Zombies.This Objec- Primary: +l100%
tive can be claimed multiple times. Secondary: +l25%
Primary: l25
Secondary: l5 Primary: l50 Showdown
Secondary: l1xOL The confrontation has come to a head. One
RoadWarrior notable vigilante that has harassed the char-
Successfully defeatVigilantes while travel- FINALES acters for a considerable amount of time
ing either on a road or through territory or an infected terror has finally cornered
controlled by known Vigilante groups. These Objectives all serve as suitable Fina- the characters.This is truly do-or-die.This
les for a scenario based on the context of opponent must be fought and ultimately
Primary: l40 story the GM is telling and the natural pro- defeated to prevent it from menacing the
Secondary: l15 gression of events. In this way they make characters ever again.This needs to be dra-
a fantastic bookend for smaller contained matically appropriate and the opponent
Rude Awakening scenarios, or a transition from one story suitably well armed or dangerous in order
Defeat 10xOL Sleeper zombies. If this is arc to the next in a longer campaign. to have any real weight as a feasible Finale.
a ‘Primary Objective’, then the ‘Sleeper’ This does not need to be a main opponent,
Upgrade is now available to GMs for free. Escape if your scenario goes out of its way to have
The characters must urgently get away someone or something that unique. It can
Primary: l25 from some grave threat.This could require be a lesser opponent, a trusted enforcer
Secondary: l5 either an exceptional distance traveled or of the main villain if you wish to hold off
a means of transport be made available, your final showdown until the very end of
Save the Children? potentially both. For this reason, a GM can your campaign.
Defeat 10xOL Urchin zombies. If this is combine and or add the requirements and
a ‘Primary Objective’, then the ‘Urchin’ rewards for the ‘Transport’ Objective and Primary: l150 + any bonus listed in
Hazard is now available to GMs for free. the ‘Pathfinder’ Objective.
an entry
Primary: l10 Primary: l15
Secondary: l5 Secondary: l10 Secondary: l50 + any bonus listed in

To Slay the Beast Rescue an entry
Defeat the One Big Monster. Not having to The characters catch wind of a rescue that
avoid such a dangerous monster will make will come if they can survive long enough.
surviving much easier, so more effort can
be focused elsewhere. If this is a Primary Characters get l1 per 6.The amount of
Objective, then this will allow the GM to l required for a Rescue is based on the
deploy the OBM into an Encounter for
scale of the scenario or campaign.
+ + + on an {E%} check, or as a
Primary: l25
Secondary Objective the ‘OBM’ Hazard is Secondary: l5
now available to GMs. A GM can generate
one or use a pre-generated one from a Running Out of Time
scenario. The time for action is now! Characters
only have a limited window to act before
Primary: l80 their chance of success has passed. Char-
Secondary: l30
acters lose l1d6 -1 per OL.This puts
Ursa
Defeat an Ursa. extra urgency on OL1 and OL2 scenarios

Missions and Objectives – 155

In Between Sessions

As a player, it is hard to account for every reasons but ultimately the goal is to have make all that much doing this, but it’s a
moment during every day, nor should a reliable source of income from a Strong- lot better than nothing. In some situations,
they try. However, in the world of Sur- hold.This may seem less exciting, and it is, however, a character’s profession will be
vival Horror where resources are scarce compared to how one can make a living in of such tremendous value and a source of
and time spent making tools, scouting or the post-apocalypse but it has a number of personal wealth, that they would actually
gathering food is of extreme importance, practical benefits that a character can utilize debate whether or not going outside the
based on the kind of campaign being run. secure walls of the Stronghold is even
how a character manages theirTime (6) is The idea behind a profession is that the worth the risk.
character excels in at least one area that is
crucial. If a GM uses an actual Timetable, of tremendous use to the Stronghold and This is a good way to retire unwanted char-
then this opens up a few options for players as a result, a character gets paid for their acters into useful NPCs who can perform
who can spend theirTime between sessions contribution. duties on a party’s behalf as a player moves
to describe what beneficial actions their on to a different character they’d rather play.
characters are doing. Scripted scenarios WHY DO THIS? This also has a tremendous use if characters
will have various options of what a char- are forced to remain within a Stronghold
acter can spend their Time on, but absent In a game about survival, having a profes- for a long period of time, waiting out some
of that, a GM will need to find ways for sion demonstrates the benefit of having a natural disaster, waiting for a character to
Stronghold that has wants and needs out- heal from an Injury or any number or rea-
characters to spend their valuable 6 on side of what the player characters want. sons. Lastly, the characters that are a part
It is service to them and being in their of organized Pandemic Play will allow a
various important tasks. employ for this and that which will be a
far more likely scenario. Simply put, there character to safely get a few G in order
WORK FOR HIRE is a good chance the characters are not
in charge and will have to make a living to buy equipment in order to go into the
This will be gone on in greater detail in the just like everyone else. Instead of being next adventure better armed.
Stronghold Guide Section, but a player can full-time scouts, warriors and so on, they
basically hire themselves out as laborers are actually mercenaries or conscripts STRONGHOLD ATTRIBUTE LEVEL
who will take a break from a normal job
in order to earn G that they can use to assist on some grander undertaking. These will be gone over in great detail
The most practical use of this is for play- in the Stronghold chapter, but generally
to purchase goods from the Stronghold. ers who have a difficult time making every speaking, a profession a character takes will
Since the function of a Stronghold is an game session. During the game time they be more or less useful based on the level
entire subject on its own, it will be gone miss, the assumption is that they are called of development in the Stronghold itself.
on in detail there. However, you can use for a pressing job and are passively earning A character who has advanced computer
this as a gauge for your own mirco-econ- engineering skills will find themselves little
omy to allow characters to spend some G that their character gets to use the better off than manual laborers unless the
Stronghold’s Science Level is high enough
of their available 6 to sell their labor to next time the player is able to attend.The to actually have not only a steady supply of
drawback is that the character will never electricity, but an actual need for someone
supplement what they bring to Market to who understand programming language.
barter with.

GESTALT ABILITIES - PROFESSIONS

A character taking some sort of profession
or trade can be done for any number of

156 – Missions and Objectives

Gestalt Ability - Tradesman Note that this is far from a complete list of
Gestalt Level(s):Varies what a character could have as a profession.
The character is a skilled tradesman who can A GM can use this framework to see what
generate an income based on their pre-out- other careers player characters can have
break skillset.What a character knows will not and assign the values for Prerequisites and
always be appreciated, but a Stronghold that Income appropriately.
is advanced will find some means to generate There are several of the professions that
income for themselves. qualify for this that are excluded because
Consult the table to see how much a there are certain Trades carry with them
the obvious potential for something more
character is able to sell their 6 for G exciting than just trading in Time for
Economy.
along with any other prerequisites for a In this case, it hardly seems likely that a
Stronghold to even value this character’s character can simply undertake a job as
chosen profession. a part of their trade and have it not be
Under most circumstances, characters something that would be better off served
as a fully developed scenario.
can only spend 65 per 620 working in

this way.

TRADE GEST. LV. WORK FOR HIRE INCOME PER 61 (MAX 65 PER 620)
PREREQUISITES FOR
None (Manual STRONGHOLD TO HIRE
Laborer)
Artist 0 none G1*

Architect 3 Culture Lv. 5, Population Lv. 2 G1 x (Tiers in Artist + Culture Lv.)
3 Science Lv.3, Structure Lv.2, G1 x (Science Lv. + Pop.Lv.)
Baker/Brewer 2 Viability Lv.3, Population Lv.2 G1 x (Science Lv. + Pop.Lv.)
4 Science Lv.4 G2 x Science Lv.
Chemist
Engineer/ 3 Science Lv.4, Structure Lv.3 G1 x (Science Lv. + Culture Lv.)
Designer
Electrician/ 4 Science Lv.3 G2 x Science Lv.
Fabricator
2 Morale Lv.2, Culture Lv.3 G1 x (Population Lv. + Morale Lv.)
Guard
3 Structure Lv.3, Population Lv.3 G1 x (Population Lv. + Science Lv.)
Handyman
Healthcare 4 Science Lv.4, Population Lv.1 G2 x Population Lv.

Worker 3 Population Lv.3, Science Lv.2 G1 x (Population + Science Lv.)
Instructor/
4 Population Lv. 3, Culture Lv.4 G2 x Population Lv.
Teacher
Lawyer/ 2 Population Lv.3, Culture Lv.4 G1 x (Population Lv. + Culture Lv.)
Barrister
Tailor/ 3 Viability Lv.4, Population Lv.3 G1 x (Viability Lv. + Population Lv.)
Seamstress 4 Science Lv. 5 G2 x Science Lv.
Ranch/
Farmhand
Researcher

* Labor in some specialized area like in mining will require more skill and strength, so this can be increased to G2 in those circumstances.

Missions and Objectives – 157

Chapter 6

OPPONENTSrobably the most single most as a zombie. One of the grimmest possible
defining feature of your scenario options is where your only opponents are

Pwill be the nature of the opponents living people and the natural world.
that the survivors face. In the case of the Ultimately, the question of what invited
undead, the properties of the infection the disaster that the characters need to
will be knowledge that will be quickly survive? Who will the trust and help...
realized by gruesome trial and error.The and more pressingly, who will they fight?
survivors have to fight against single-
minded horde of infected in addition to
the pitiless forces of nature... but this is In this section you will find a range of
not the only way to play. opponents, archetypes and customization
options as well has Hazards specific to
It is entirely possible that Outbreak: the opponents you choose to threaten
Undead.. be played without the undead, your characters with. It will be up to the
infected or anything remotely describable survivors to figure out a way forward.

Outbreak Scenario and
Opponents

It was touched on earlier that what is called Let us examine the zombies themselves
the “Outbreak Scenario” is the collection to see what sort of effect such opponents
of details that make your setting unique. will have in you world, but first there is a
The things that are deemed true as part of few things to say about what is and is not
your in-game reality will shape the nature of a zombie. While Outbreak: Undead.. is a
encounters.The most defining quality of most universal system, the definition of zombie
games of Outbreak:Undead.. are the properties in the public imagination is so broad that it
of the opponents the characters face. helps to spend some time to explore them.
Unlike other role-playing games and their
literal volumes of possible opponents for THE LAWS OF ZOMBIES
characters to encounter, the nature of
opponents, especially zombies will instead The term ‘zombie’ has taken on many
shape the world around it in a large variety permutations over the years, so when
of ways instead of having a tremendous approaching a game of Outbreak: Undead..
amount of variety in and of themselves.This one has to consider just what that term
is not to say that the catalog of opponents means exactly. For the purposes of this
a GM has to choose from are inflexible game, we call these the “Laws of Zombies”.
and limited. Far from it. It is just that in These laws fall into two categories, the
comparison to other games, the range of Immutable Laws of Zombies, and the
opponents are much fewer. Few enough Mutable Laws of Zombies
to require a GM to contemplate more than
just the variety of opponents, but the effect IMMUTABLE LAWS OF ZOMBIES
those opponents will have on every aspect
of the setting. In order to be functional with this ruleset,
It is also very advantageous to consider that without any significant adaptation, the
what are normally overlooked features of zombies of your campaign must follow
other, more fantastic role-playing games are the Immutable Laws of Zombies. Creativity
crucial features of survival horror.Things being what it is, a GM can break these laws,
like hostile weather, food supplies, part but in doing so, it requires parts of the rules
tension, wild animals and more can all have to have significant alterations in order to
a prominent place in your story. adapt them. Some of the differences may
be subtle but it could cascade and require
more “homebrewing” than normal. For this

reason, Outbreak: Undead.. is designed to altered without any significant change to Opponents will basically be how the
be highly modular, so a rules widget can the rules as written here.These are called Mutable laws can be played with.
be removed or altered much more easily. the Mutable Laws of Zombies.
THE INFECTED
nn A zombie is a native organism to nn A zombie must be dead (becoming
Earth un-dead, as it were) The unfortunate, incurable masses have
been reduced to nothing more than meat-
nn A zombie must have an overriding nn The infected must be dead before puppet shadows of their former selves.
desire to harm the non-zombie becoming a zombie themselves For them, there are no exalted truths
or elevated purpose, no appreciation
nn A zombie completely lacks empathy nn Only afflicted humans can become for beauty. There is only desire, only
nn A zombie lacks the ability to recog- zombies the need to endlessly consume until
there is nothing left. They are either
nize or acknowledge any previous nn Zombie-inflicted wounds transmit the driven by some disease that renders the
connections it had pre-succumbing zombie affliction higher functions of their brains unable to
i.e.The emotional ties of spouse/boyfriend/ influence any behavior, a parasite or some
girlfriend/son/daughter do not exist in even nn There is no vaccine or treatment to form of infestation hijacks their brains and
the darkest recesses of what can generously slow the affliction ultimately their minds to perform some
be called the “mind” of the zombie. destructive or terrible acts, or even some
nn There is no cure for those that nn Only sufficient damage to the brain kind of mystical force compelling them to
succumb can stop the zombie consume. Some may be little more than
a corpse somehow reanimated, but the
MUTABLE LAWS OF ZOMBIES nn Zombies cannot use weapons or tools truly unfortunate are those that retain their
nn Zombies will not in-fight with other perception and helplessly watch as their
There are many flexible laws that can be bodies do unspeakable acts as their mind
bent or broken entirely based upon the zombies slowly withers and becomes an insatiable
kind of Outbreak Scenario you wish to It is easy to notice as you read this chapter machine.
run. Any of these presented here can be that many of the upgrades possible to

The One Big Monster (O.B.M.)

There are some Opponents so fierce, Opponent as a base.These upgrades here, Breach Check it needs to make to be
large, and deadly that they cannot be however can technically be applied to any deployed in the Encounter. Opponents
killed by normal means. They are only O.B.M. and so can be added to an existing must make a {Composure%} or become
slowed temporarily, giving characters a O.B.M. upgrade list. “Panicked”.
much-needed chance to escape. These
creatures are called collectively “The One One Big Monster W50 Undying W10
Big Monster” or O.B.M. for short.
An O.B.M.’s abilities and morphologies Vitality A defeated O.B.M. will climb back up
vary tremendously, but their general to its feet. Characters are able to “Flee”
relation to the campaign is similar. Defense: +n n without penalty, or they can stay and fight
All O.B.M.s have a unique Ability or two again. Characters wishing to continue to
as indicated in their entry and are generally Damage Threshold: +T 10 fight it may do so and the O.B.M. adds
far harder to kill. Absent of any specific
entry, a GM can utilize this template to Health Points: +2 n n n n to its dice pool before it gets
add it to an existing Opponent type and
modify it further with more upgrades by to act again.
spending Risk normally.
Special Death Attack W25
Note:With the exception of “Undying” which
must be paid for each time it is used,once the Deadly: n The O.B.M. has a weapon of incredible
upgrade is chosen for an OBM, it is perma- and obvious lethality. It can be a whirring,
nent. Further upgrades cannot be made once Solitary:The O.B.M. represents a solitary gore-encrusted chainsaw, rows of razor
the initial grouping of Upgrades have been threat, and as a result, no more than one sharp teeth, or even a supernatural/
chosen for the O.B.M. opponent. O.B.M. can ever be a part of an Oubreak psychic assault.The O.B.M. has access to
If you see an O.B.M. Upgrade section in Scenario at a time. Once an O.B.M. is the following Triggered Effect:
an Opponent entry, then those upgrades killed or escaped from for good, a GM can
apply only to O.B.M.s that use that specific choose another if they so choose. Death: + + + d d - [ n Pi, Bl, Sl]

Upgrades/Hazards

Dramatic Entry W5

An O.B.M. will automatically pass any

Opponents – 159

UNDEAD SPECIAL RULES Single-Minded: An undead is a single the results before the actual end of the Reso-
minded automaton and will always resolve lution Phase. She decides to do so and rolls
This applies to infected that are “Undead”
Willpower and Empathy: The Undead + and d to use the single highest possi- 4 , 4 and 5 .This beats the Zombie’s
are utterly mindless. If an Opponent is Damage Threshold of T 12.
“Undead” they have 0 Empathy and 100 bleTriggered Effect available to them.They
Willpower. Carrie kills the Zombie immediately and
Immunity: Immune to Radiation [Ra] and will have no strategic sense to hold + or prevents the next round from passing which
Poison [Po] damage. d for use in subsequent rounds. would allow the Zombie to be able resolve

Resilience (1-5) (All): Remove all n Slow: An undead may only resolve a single its remaining + against Mike. Mike rolls
Triggered Effect on their turn.They can
assigned to the Undead at the end of the resolve the sameTriggered Effect multiple the n that targeted him from earlier and
Round if not enough was inflicted during turns, but they effectively cannot have the
the Round to cause the loss of a Health “Accuracy” special rule since they can’t assigns the die to him to be healed later;
point. Lost Health Points are not restored grateful it isn’t worse.
in this way.This will often be restricted resolve + as a single Triggered Effect all Feeble Minded: An undead can only
make “Basic” Skill Checks. They do not
by the Result on the n , so “Resilience at once during the same round. have the capacity to do Trained or Expert
(4)” or “4 (All)” will allow the undead This means that an undead can be killed Skill Checks. Some special rules may grant
to remove all n with a Result of 4 or them the ability to perform such restricted
less at the end of the Round.The n that before they resolve all of their + as Skill Checks, however.

remain represents the extent to which the attacks against player characters they are TURNED PLAYER
undead’s body has sustained damage that Engaged with. CHARACTERS
it cannot shrug off, such as a severed or
broken limb. A zombie grabs Mike as he was patrolling Once player characters “Succumb” to the
Relentless: Undead will never flee an with Carrie. During the Check phase, they virus, they cease to be playable characters
Encounter. So they essentially count as and become unique opponents. This is
generate the following: Mike: + , Carrie: assuming other characters don’t have
having an infinite amount of J when + + + , Zombie: + + .Their Speed the sense (or nerve) to destroy the body
fast enough.
determining how long they stay in Encoun- Dice rolls determine that Mike goes first, Turned characters treat the Viral total
ters with characters. followed by the Zombie followed by Carrie. that they “Succumbed” with as the
Pursuit: Fleeing an Encounter with amount of Viral they are able to choose
deployed Undead will allow a GM to Mike resolves his + to target the Zombie Upgrades with.
make an {Encounter%} immediately A player has first choice as to what they
without paying any Risk. Any successful with n , but sadly he only has a small want their former character to have
Encounter% will count as taking place in regards to Upgrades. If the scenario
during the same period ofTime. Characters knife, so that is about as much as he can do. warrants it, a GM may allow the player
may need to make a {Composure%} Save to use their old character as an undead
The n is allocated to the Zombie, but it is opponent, but they must obey all the
Throw or they will lose J1. Undead that Immutable Laws of Zombies. Otherwise,
not yet rolled (That is the final stage of the they become opponents that the GM can
are Out of Bounds do not allow for a free deploy that will immediately have all the
Resolution Phase).The zombie has + + special rules of “Familiar Face” in addition
{Encounter%}, but they will add W1 to all their other Upgrades.
to resolve, but since he is not able to use
per Size unless some other special rule the dreaded Bite Triggered Effect (needing
dictates it adds something different.
+ + d ), he can only resolve using

he next highest costing Triggered Effect,

which is Bash (+ ).This allocates n

to Mike (again, not rolling it yet). Carrie
steps in and uses her pistol to finish off the
zombie at point blank range by Resolving

her + + + with Hit (+ ,Accuracy,

Instant) with her pistol. Since theTriggered
Effect has Accuracy, she is able to spend

multiple + with a single Use on the same

Round, more importantly, since the attack
also has the Instant rule, she can decide to
roll her Damage Dice immediately and apply

160 – Opponents

Infected Attacks can attack characters who are making a
The rank and file zombie, the Undead serve as {Swim%} Check.The Drowned will only
a baseline Opponent that most characters face. Slam: + - [ n Bludgeoning] get a single attack and the GM must pay
They can vary tremendously by the physiology
of the infected host, but they all have additional Gouge: + + - [ n Slashing] W5 - 1 per - in the {Swim%}.
versatility based on the symptoms of the virus
they carry.They have another important feature Bite: + + d d d - [ n n n Evacuation: One attack of the Drowned
in common: they are very, very deadly, especially will add [Poison] and [Viral] to the damage
in great numbers. Slashing, 1Viral].Add n n to the Infect- types during a {Grapple%}.
Gurgle: Drowned zombies cannot Moan.
Strength: 25 ed’s Dice Pool.
Perception: 20 Waterlogged: n to make {Spot/
Empathy: Special Template Options/Hazards
Willpower: 100 Listen%} to avoid Encounters.
Movement: 10’ Alternate Morphology W1
Familiar Face W5 + 5 per OL
Base Dice Pool: u n n Strength or Perception: +5
All actions against this Opponent by
Avg.Deployment: d3 per + , W5 - OL This can only be taken once. one character will require an additional

{Skill Check%}: {Balance 30%, Armored W2 n n n . This can be reduced by the
Dodge 25%, Grapple 35%, Brawl30%,
Spot/Listen 30%} Speed: +n character’s Wb and + in a {Compo-
Vitality
Health: (1) Defense: 4 sure%} Save Throw.

Defense: n vs [Bludgeoning,Thermal, Multiple Upgrades: This upgrade can FAMILIAR FACE STORY HOOKS
be taken multiple times up to a maximum
Electrical] A GM wishing to guide characters down
of +4 4 4 . a certain path can use the Familiar Face
Damage Threshold: T 12 upgrade to start a story. Consider these
Brute W5 examples:
Viral: 3 nn You recognize one of the zombies is
Special Strength: +5
Undead: If an Opponent is ‘Undead’ they the manager of a sporting goods store.
will have Empathy andWillpower of 0, but Multiple Upgrades: This upgrade can After killing him you check to see his
pass any {Skill Check%} that has Will- be taken multiple times up to a maximum keys are still in his pocket as well as
power as a Primary Attribute and count as of +25 Strength. his keycard.This would give characters
having a Wb of 10. deep access to a sporting goods store if
Immunity: Immune to [Poison, Radia- Crawler W0 they wish to follow up.
tion] nn After finding an employee ID and keys
Persistence: Fleeing an Encounter Strength: -10 in a zombie’s pocket, characters decide
with them allows the GM to make an that the model of car is worth seeking
{Encounter%} immediately without Speed: n n n out. Presumably it’s at his house. Since
the power is out, characters will have
paying Wor waiting 6. A successful Crawl: Crawlers can move by crawling to seek out one of the dwindling phone
and get +1 Structure for cover when booths in the digital age and find his
{Encounter%} will take place in the Ranged Attacks are made against them. address in the phone book, or simply
They can also be deployed without any trust that the address on the ID is
same period of 6. Characters must pass a minimum distance restrictions. accurate.
{Composure%} or lose J1. nn An NPC survivor has made a point to
Ghoul W10 - 2 per OL try to gather zombies of his former
Resilience ( 2 ): Remove all 2 or classmates. He rewards character
Strength: +10 handsomely for doing so. A yearbook
lower dealt at the end of the Round if not is given to give characters a visual
enough Damage was inflicted to cause the Speed: n reference.
loss of a Health Point. nn A Familiar Face has some cryptic
Claws: Attacks add [n Slashing]. directions in their pocket. Apparently
Shamble: Movement adds n n to the this former colleague had plans
Grotesque W5 - 1 per OL to meet someone important very
Dice Pool. Infected that are ‘Shambling’ secretly. It may be a good idea to keep
will not ‘Moan’. Strength: -10 that appointment and explain what
Moan: Each Infected in an Encounter not happened.
Fear: Grotesque will allow the “Intimi-
‘Shambling’ generates W1 per Round. date”Triggered Effect and “Fear” Hazard.

Drowned W5

Dragged to the Depths: This zombie

Opponents – 161

Fear W1 perWb of all Characters Husk W5 - 1 per E (Arid) Urchin W1

Affected targets must make a {Compo- Damage Threshold: +T 1 Size: 0
sure%}. Characters that fail this Check Strength: -10
will Panic.This can be triggered at the start Brittle: Lose Resilience rule against weap-
of any phase. Using Fear requires that the ons that inflict [Bludgeoning] Child Abuse: Characters whose Intent
number of affected targets be declared as is attacking an Urchin must pass a {Com-
Fear: Husk provide the “Fear” Hazard. posure%}. Failing to do this will force a
the W cost is paid.The available targets
Infectious W1 perViral character to add n n to all their {SC%}
are as follows:All Opponents in melee or
grapple range, all targets in an encounter. against them.

Frozen W5 - 1 per E (Cold) This infected Opponent is further along in Morale: An encounter with Urchin is
their infection than others and has 1 higher unsettling as the innocence of childhood
Damage Threshold: T 2 Viral than normal. It also increases {Save is grotesquely inverted by what the char-

Thaw: Lose Resilience rule when targeted Throws%} [Viral] by n . acters see. Characters lose J1.
with weapons that cause [Thermal].This
penalty extends to all forms of damage if Sleepers W5 Alert WSpecial
the previously frozen undead are allowed
to completely thaw normally, as their Awaken: Characters must identify Cost: W1 per d of {Encounter%}
tissue is severely damaged in the process. corpses as Sleepers by making a {Spot/
Frozen: Does not increase risk of infec- Listen%} or the Infected get a surprise and {Stealth%}
tion with a ‘Bite’ attack. Cannot ‘Moan’. Round and can be deployed without min-
Lose Resilience rule when targeted with imum distance restrictions. Remove Shamble special rule.
weapons that cause [Bludgeoning]
Tough W1 Lunge W5 - Pb

One Infected has Resilience (+1) to a The Infected doesn’t add n when engag-
maximum of Resilience (4).
ing an Opponent in a grapple.

162 – Opponents

Banshee

A Banshee is a zombie that has some resilience
to the necrotic effects of the virus but is very
prone to the psychological effects.As a result,
their bodies look relatively normal, but their
minds are just as far gone as any other zombie,
just in a different fashion.Their frayed frontal
lobes still remember fragments of sentences,
phrases, and words. Some even preserve a shred
of sentience but are nonetheless incurable.They
are hyper-sensitive to light and sound and react
to any sudden changes in their environment
with primal screams. These screams vary
tremendously in their coherency, and some
examples are even convincing enough to be
easily mistaken for cries for help..

Strength: 20
Perception: 30
Empathy: Special
Willpower: 100

Movement: 10’

Base Dice Pool: un n

Avg. Deployment: + + + , W10

{Skill Checks%}: {Balance 30%, Template Options/Hazards Shriek W5
Dodge 25%, Grapple 25%, Brawl
20%, Spot/Listen 40%} Sentry W1 A Banshee shrieks with such an ear-
Vitality piercing noise it will both stun nearby
Health: (1)Defense: 0 Speed: n n characters and draw more attention to the
fight.All characters in an Encounter with a
Damage Threshold: T 12 Shriek: The Banshee screams, alerting
nearby zombies until interrupted by an Banshee add n for Delay.All infected that
Viral: 3 + OL
Symptoms: Delirium, Hallucination, Rage attack. Consult the difference in the n are Out of Bounds may make an immediate
Special {Breach%}.
Hazards: Most of a Banshee’s attacks Result of the Banshee and that of a char-
take the form of Hazards, as their danger Siren W10
in physical combat is no greater than any acter that resolves at least + in an attack
undead. If a GM has no Risk left in their
Risk Pool at any time in the Campaign, against the Banshee:
they cannot deploy and Banshees. If a GM
runs out of Risk during an Encounter with 0-5: W3 The Banshee is not shrieking incoherently.
a Banshee, the Banshee will actually flee It has every indication that it is a victim of
the Encounter as per the Hazard “Flee”. 6-10: W5 attack needing help.The Banshee cannot be
Sneak: Characters who avoid being seen targeted unless the attacker passes a Save
by a Banshee by means of a {Stealth%} 11+: W10 Throw that is either {Composure%,
will be able to avoid the Shriek rule, as Determine Motives%}. Characters
they only Shriek when they detect char- Battlecry W5 not able to do either of these will not be
acters. able to target the Banshee with any attack.
Undead: See “Undead” Special Rules All Zombie Opponents in an Encounter All Actions not dedicated to attempting
Attacks to help the Banshee will take a penalty of
gain Rush 3 for all their Actions.
Stun: + - [ n n ] requiring an additional n to be rolled.
Bash: + + - [ n Bl] Flee W 0
Another character can make a {Com-
The Banshee demonstrates a rare bit of mand%} to snap another character out
self preservation instinct and flees an of it.
Encounter from the nearest available exit.
If characters do not kill the Banshee during This can be used by Banshees that are “Out
of Bounds”. In which case the characters
this Round, the GM will get W10. must make the save throws described ear-
lier or characters will attempt to flee the
Encounter, only to blunder into another

Opponents – 163

Encounter with the Banshee and all other Gestalt Ability -Witch Hunter Banshee attacks against this character that
infected that were “Out of Bounds”. Gestalt Level(s): 3
This character is extremely familiar with add n to their dice pool have the “Rush
Wail W5 the tricky nature of Banshee opponents.This 3 (All)” when rolled.
experience is often hard won.
Characters can hear a Banshee wail as they This Gestalt Ability grants the following If deployed in a Stealth Encounter with a
approach. Characters must make a {Spot/ special rules: Banshee, this character gets an extra Action
Listen%} or the Banshee gets a surprise The Torment Hazard targeting this Marker to place.
Round and can use any Ability that requires character has an increased Risk cost of Banshees with the Sentry rule targeting
the character with the “Shriek” ability will
up to W10 for free during that Round. W15.
need to pass a {Spot/Listen%} with n
Torment W10
added to it.

The Banshee unleashes an unexpectedly BANSHEE ONE BIG MONSTER
specific torment on a character in Close
Range.This character must make a {Com-

posure%} or lose J1.

Swan Song W10 UPGRADES Amazon W20

With a final shriek, the Banshee unleashes Fury W 20 The Banshee is now leader whose incoherent
a desperate and pained torrent of noise.A battlecries make even the shambling hordes of
The Banshee is no longer a glorified alarm, they infected pick up their pace to a near sprint and
GM adds W5d5!, if the attack that killed are a shrieking terror that hurls itself towards fight with blinding speed.
the Banshee was “Instant” then the W those who come too near.
The Banshee no longer has any Wail,
bonus is reduced to 3d5! Torment, or Swan Song Hazards, but it
has the following upgraded stats.
Strength: 30

Perception: 40 Strength: 35

Special {Skill Checks%}: {Balance 45%,
Dodge 25%, Grapple 40%, Brawl
Charge: Attacking after moving never has 35%}

any n penalties associated with it.

Claws: All attacks get +n n per + An Amazon gets the following new Haz-
resolved. ards:

Bash: + - [ n Bl] Accuracy Hazards

Death: + + + + - [ n Sl] Battlecry W0

Huntress W 25 The same as the original entry, only with
no Risk cost.
The Banshee is a predator, who seeks out tres-
passers and raises the alarm for all undead Improved Battlecry W5
nearby. Unlike a normal Banshee, Huntresses
can hold their own in a fight as well. All Zombie opponents gain “Rush 4 ”

Perception: 50 for all their Actions.

{Skill Checks%}: {Balance 60%,
Spot/Listen 70%, Stealth 55%, Grap-
ple 30%}

164 – Opponents

Feeder Light Sensitivity: Characters who ing the interplay between the two is beyond
The dreaded Feeder is one that maintains an employ light against a Feeder, such as the scope of this book. However, what is
incredible amount of intellect, and have become flashlights, headlights, or spotlights will provided here is derived from what would
willing cannibals. Unlike other kinds of Oppo- logically follow if the Feeder society were
nents, the Feeder is one that is still biologically add n n to all their dice pools per Mx. antagonistic to civilization and humanity
alive and very alert.They feel little pain and are in general and what measures it would take
averse to many things that a normal, uninfected This only works if the Feeder is in direct to fight Feeder societies, considering their
human can tolerate without problem. So there light. Other Feeders not targeted in this secretive nature and ultimately existential
exists exploitable advantages that one can take way will not be affected.Wide areas of danger to society.The details such as the
to defend against these otherwise very formi- illumination may repulse multiple Feed- histories, rites, and features of either society
dable Opponents. One of their more terrifying ers in this manner if the source is strong is left up to the Gamemaster as part of their
features is that they seem to exert control over enough.The Feeder is extremely repulsed Outbreak Scenario.
the infected in a way that makes them thralls by light. Being forced to attack while Strain: Unbeknownst to the characters,
to the every command of the feeder.This locus subjected to ultraviolet light will reduce the feeder strain is the progenitor to the
of command makes them vulnerable to assassi- their Perception to 10, and they will not zombie infection if this opponent co-exists
nation in order to shatter this unity, but until be able to claim Pb on any other {SC%}. in the same scenario with regular Infected.
that time, the infected near them benefit from Their base Speed will also be changed to If your Outbreak Scenario features this
increased awareness and savagery. strain, then you can choose one of the
At higher Outbreak Levels, these creatures nnnn. known strains to give the infected addi-
can consolidate their influence and use their tional special rules by increasing theirViral
dominion over the undead to create vast undead Directed light sources will also grant the total normally.These will exist in addition
armies to protect them as they hide from the following Triggered Effect when trained to the otherViral upgrade options a strain
daylight. Once this happens, rooting them out on the feeder: may have.
and destroying them is almost impossible with- Attacks
out a severe risk to life and limb. Stun - + : [ n n ]
Worse still, there are some demented individuals Bash: + - [ n Bl]
who are still unturned but serve the feeders with Secret Societies: Unlike the strains of Pin: + - [ n ] Target cannot “Move”
fawning, fanatic loyalty.These wolves in sheep’s the zombie virus that are often spread Bite: + + d - [ n n Sl,Vi] n n
clothing will willingly lead others to their doom organically, the feeder strain is nurtured Unnatural Terror: d d d - [Target
if it carries with it even the slightest chance of in secret before the fall of society.These loses J1]
winning the favor of their masters. societies are, without exception, all
Size: 1 hedonistic, perverse, and deranged; but Template Options/Hazards
vary greatly in their level of cohesion and
Strength: 30 loyalty.The amount of organization ranges Hematophagy W10 - 1 per OL
Perception: 30 from solitary monsters in abandoned
Empathy: 0 buildings to highly organized mafia-like The feeder is one that feeds specifically on
Willpower: Special organizations who utilize their personal, blood. Doing so is represented by being
Movement: 15’ political, and business connections to shield
their burgeoning cult from harm as they able to spend + + to add n n n n
Base Dice Pool: n n corrode society from within. Regardless
of where they fall in that range, Feeders when making a {Grapple%} check.
Avg. Deployment: d3 per + , W5-1 are universally extremely cautious and will Perception: +10
not be deployed with any {Encounter%}
per OL result until Outbreak Level3. Before that Base Dice Pool: n
{SC%}/Attacks: {Balance 45%, time, Encounters with them must be paid
Dodge 45%, Grapple 55%, Brawl for with Risk only… there are exceptions, Weakness: A Feeder will be incredibly
45%, {Spot/Listen 30%} however. resistant to some kind of damage but has
Vitality A character that has the “Hunter” Gestalt a very exploitable weakness. A character
Health: 3 Ability is known to the Feeder societies, knowing this weakness can make a Called
who both fear and hate Hunters.The Hunt- Shot against it, overriding the Defense
Defense: 2 ers themselves organize into societies, and and Resilience rules, but the Attack has
Damage Threshold: T 10 likewise have a wide range of affiliation and
organization with each other.Although, for n n n n n n added to the attack-
Viral: 3 + OL survival, the contact between such groups
Symptoms: Hemorrhagic is kept to an absolute minimum.While the er’s Dice Pool.This can also occur by hap-
Special Feeders may know each Hunter by name, penstance based on a random hit location.
or at the very least by reputation, Feeders Health: 1
Resilience 3 3 3 do not always know where the Hunters are
or what they are up to.They are whispered Defense: n n
among each other as children would about Damage Threshold: T 14
a fairy tale bogeyman.

Note:The nature of the societies both Feeder
and Hunter are speculative and fully explor-

Opponents – 165

Special Damage Threshold: T 20 Hatred (Hunters): If any character
Defense: 3 3 3 (except [Thermal] has the “Hunter” Gestalt Ability, they will
Feed: d d d n n n -The Feeder always be prioritized as targets by the
damage) Arch-Vampire.This blinding rage makes
can target self with “Heal n ” if they Special them careless, so an Arch-Vampire will
AdvancedWeaponry (Melee,
inflicted a Health Point worth of damage Ranged) lose W5 per Hunter “Rank” as per the
to a target with a “Bite” and the target is Ancient Weaponry: The weapons
either Knocked Prone or also targeted used by the Arch-Vampire are often as Gestalt Ability entry when the Arch-Vam-
with “Pin” in the same Turn. old, if not vastly older than they are and pire is in an Encounter with the Hunter.
are infused with the infection that they
Thralls W5 have been spreading for their entire Undying Master: Any Formation the
unnatural lives.All attacks enabled by the
Any Infected that are deployed with Feed- “AdvancedWeaponry” rule will cause Arch-Vampire leads will get a bonus J5.
ers are fanatical thralls.Thralls do not have
any “Undead” special rules, but still do not the target to lose J1 and will inflict [Po, Attacks

lose J under any circumstances and have Vi] in addition to all its other damage Death: + + d - [ n Slashing]. If the
types with a successful "Hit”.
the “Accuracy” rule to all their Attacks. Emissary: The Thralls closest to the target is Prone, this is increased to [ n n
Feeder One Big Monster Upgrades Arch-Vampire will likely be extremely
powerful warriors or are socially well Slashing].
connected in pre-outbreak society.They
Arch-Vampire (OBM) W50 are also far fewer in number, as they will Feed: d d n n - See "Feeder” entry.
be hand-picked by the Arch-Vampire for
One Feeder is one of the original progenitors their own unfathomable reasons, so there Unnatural Terror: d - [Target loses
of the strain.They are incredibly ancient, their is never more than one at a time.As such, J1]
recorded exploits often go back hundreds if not an Emissary will have one of two bonuses:
thousands of years.They are intelligent, careful, nn Enforcer: {Melee Attack% +25} Feral Ones (OBM) W20
and extraordinarily deadly.There are only a nn Diplomat: {Composure% +25}
handful of these monsters who have ever been Hematophagy: See “Hematophagy” The Feral Ones are an apex-level feeder no
known to live and far too few of their known entry for details. longer the silver tongued aristocratic type that
number have been confirmed killed throughout pulls the strings behind the scenes of secret
the centuries. Resilience 4 3 2 (except vs. [Ther- Feeder societies.This monster has developed a
strain that is too close to the infected hordes
These powerful creatures gather followers and mal] damage) in its ability to obliterate the frontal lobe of
have a trusted handful of thralls who are Extreme Risk: Any Mission undertaken the brain, and as a result, the Feral is a single
promised eternal life, wealth and other earthly to seek out or kill an Arch-Vampire will minded killing machine.Whatever intellect it
treasures in exchange for unquestioned loyalty. had is apparently devoted to stalking prey.
have W100 added to the GM’s Risk Pool.
It is recommended that if a GM introduces Strength: +35
such a creature into their campaign, that
they be given a unique name, as they are Perception: +40
rare enough and deadly enough to deserve
notoriety. Base Dice Pool: n

Strength: +25 Damage Threshold: T 15
Perception: +35
Defense: 4 3 (except [Thermal]
Base Dice Pool: n
damage)

Mythic Histories

The history of Feeder societies is likely unknown to even the creatures themselves. It is very
possible that the leadership latches onto a particular myth or historical group as their origin
story, even if that group predates the Feeders’ own society by centuries and has no real ties to
the organization. It would be possible that they really have a history that ties it to historical
events that becomes shrouded in myth over time. Feeders may even invent a mythic history in order
to seduce and enthrall new members or servants. Ultimately, the needs of the Feeder society are
bound to a biological necessity to cannibalize their fellow man, and so however removed from
reality their origin story is, it addresses and justifies their cannibalism, even by esoteric
and occult rationale. Their story and worldview also, by necessity, must dehumanize their prey
and reduce the human race to the moral status of cattle. To this end, any mercy or altruistic
gesture towards humans is geared towards human conservation as a resource, and not derived from
inherent dignity of humanity. This aloof and condescending characteristic will be common, even
among lowlier servant thralls (who may still be human themselves).

166 – Opponents

Special Feral Ones also get the following new Gestalt Ability - Hunter
Animalistic: A Feral One will not nur- Hazards: Gestalt Level(s): 10 per Rank
ture a secret society at all.They will be Hunters are a secretive group who stand as one of
feral hunters, no more no less.They will Hazards the few defenses against Feeders and Arch-Vam-
not have anyThralls whatsoever and would pires.They often belong to a loose coalition but
only be Deployed with other Infected by a Ambush W5 they largely keep to themselves. Each Hunter is
matter of happenstance or if their target is known by name to Feeders, so those close to Hunt-
suitably distracted by fighting others. The Feral One bursts into the character’s field ers are often liabilities.Nonetheless,when a Hunter
Blood on the Wind: Characters that of view after shadowing them, with devastating faces Feeders, there is no greater ally.
have a Flesh Wound or have a total accu- effect. Special
mulation of Damage Dice assigned to the Becoming the Hunted: Each Rank will
party that’s a total greater than 10 will give The Feral One who was Shadowing the require a Feeder to have to spend an addi-
off a scent of blood that the Feral One will characters gets a Surprise Round against
be drawn to. Reduce the cost to deploy a the characters and passes any Breach check tional + in order to target a Hunter with
they would have been required to make to
Feral One by + . any Triggered Effect.
be deployed and gets Deadly n n to all Repulse: If the Hunter prevents the loss of
Note:This means Blood is a “Bait/Lure” for Morale from “UnnaturalTerror”, the Feeder
the Feral One. if the characters wish to draw their attacks during the Surprise Round.
formation will lose J1 per Hunter Rank.
blood (voluntarily inflicting n on them- Shadow Hunter WSpecial
Known by Name: A Hunter will draw all
selves) or use units of blood from a hospital The Feral One is using terrible mind games in kinds of unwanted attention, which may
or blood bank they force a Feral One to add order to weaken the mental resolve of the char- make them exiled from their party or nat-
acters. Stalking from the shadows and leaving ural loners. Any Mission a Hunter is a part
n n to its {Stealth%} when Shadow- gruesome evidence of its presence or clicking and of that is not specifically a “Cleanse” Mission
growling by throwing its voice to disorient the
ing characters. characters, driving them mad with fear. or one of its varieties, a Hunter will add W
Clicks and Growls: A Feral One uses
a series of clicks and growls that have an See the Shadow rule to see what effect the 25 per Rank to the GM’s Risk Pool.
acoustic property of not letting a character Shadow Hunter’s stalking has on them.The Ancient Weakness: The Hunter knows
know where the sound is coming from. duration of this effect will be determined of/has access to weaponry that is especially
Characters being “Shadowed” by a Feral deadly to Feeders. The Hunter’s attacks
by the amount of Wspent. against the Feeders and all OBM varieties
One will add n n to all their {Spot/
Each period of 6, a party can make a have the Deadly quality at Deadly n per
Listen%, Navigation%}.
Solitary: A Feral One will only ever ini- single {Spot/Listen%} against the Feral Rank if they spend P 1.This will often
tially be deployed alone. Other opponents One’s {Stealth%}. If the characters are
can be deployed later. successful, then the effect of this Hazard be restricted to a maximum of n n n
Shadow: A Feral One will know that its ends and the Feral One scampers off into
prey is most vulnerable when they are hiding to wait until the characters let their unless the weaponry or material used to
frightened, so they will shadow a party of guard down and will no longer Shadow the make it is superlatively rare or the weapon
used is literally a unique artifact... such as:
characters for several periods of 6 before characters for 610 – E (Dark).
Silver Bullets
being Deployed if they are ever Encoun- Risk Spent - Time Shadowing Cast from molten silver and imprinted with an h
symbol, when these subsonic rounds bury them-
tered. A party will count each 61 spent W0 - 61 selves into the flesh of certain monsters, they sear
and ignite with tremendous impact.
between the Encounter and when the Feral W1 - 63 Special
One is actually Deployed as having encoun- Ancient Weakness: Firing with this
W3 - 65 ammunition will be considered having Used
tered a Stressor.The amount of 6 spent a weapon that has the “Ancient Weakness”
W5 - 65, additional n to all {Spot/ rule as per the Hunter Gestalt Ability.
doing this will depend on the amount of Artisanal: Even if characters tried and
Listen%} of characters trying to had the right materials, they would not be
W spent on the “Shadow Hunter” Hazard. detect a “Shadowing” Feral One able to create Silver Bullets.They are the
product of generations of secret knowledge.
Attacks Even among Hunters, very few know how
to make the weapons they use.They are also
Bite: + d - [n Pi,Sl, 1Vrial] Accuracy so time consuming to make, that they cannot
be obtained in any cartridge size smaller
Slash: + - [n n Sl] Accuracy than “Medium.”

Gouge: + - [n Pi] n , Accuracy Opponents – 167

Slam: + - [n n Bl] Accuracy

Death: + + + d d - [n n Bl,

Pi, Sl]

Template Options/Hazards

Glutton Special OhYeah! W10

Some humans are incredibly obese and Undead: See “Infected” entry. One Out of Bonds Glutton crashes
unhealthy.This strained physiology and their through a window or wall and immediately
obvious susceptibility to being early victims of Resilience 3 (All): Increase to 4 for pases a {Breach%} so long as {Melee
zombies means that the virus progresses in them Attack% or Grapple%} is among the
in a very different fashion and for a longer [Bludgeoning] damage. Skill Checks that constitutes a Breach.
period of time than most zombies.These larger
zombies have the ability to shove smaller ones Clumsy (1): Add n to attack Size 1 SustainedVomit W5
out of the way as they feed on corpses, which in
turn makes them even larger still.The incredible target. The Glutton unleashes a continuous torrent
specimens called Gluttons are so full of masti- Disembowel: Any {Melee Attack%} of acid, bile, blood and bone shards on a
cated flesh and bone shards that their stomach that deals [Slashing] but fails to inflict a (very) unfortunate target. Consult the
has long since ruptured and filled almost the Health Point worth of Damage will cause difference between the Speed Result of the
entirety of their body cavities.Their crushing all characters in Melee Range to count as Glutton and their target to see what the
weight and the ability to regurgitate indiscrim- having been ‘Evacuated’ upon with d5! increase is to Damage with an Evacuation
inately the consumed contents of their expanded attack.
stomach makes them unbelievably difficult (and + . Can no longer perform ‘Evacuation’
disgusting) targets to kill in close quarters. Difference in n Result - n Increase
Attack.
Strength: 35 Huge: Automatic pass on {Balance%} 0-5 +n n
Perception: 20 Save Throws from attacks made by oppo-
Empathy: Special nents with Size 1 or smaller. 6-10 +n n n
Willpower: 100
Loud: Generate Wd3 per Round as they 11+ n n n n

smash through obstacles, their very audible Note that this Hazard is the only way that
footfalls, and their bile choked moans. an “Evacuation” attack gets any kind of
Damage Dice as a part of the Triggered
Movement: 10’ Attacks
Effect’s use and it does not scale by +
Base Dice Pool: u n n n Body Slam: + - [ n n Bludgeoning]
resolved, only the difference in n Results.
Avg. Deployment: + + + , W10

{Skill Check%}: {Balance 30%, Evacuation: + + - One target in Grap- Fall W5
Dodge 25%, {Grapple 25%, Brawl
30%, Spot/Listen 30%} ple Range gets [1 Viral, Squalor] A Glutton that is killed or Knocked
Vitality Prone may fall on an unfortunate victim.
Health: 1 Gouge: + + - [ n Slashing] One target in Grapple range must pass
Bite: + + d d d - [ n n n a {Dodge%} as a Save Throw or take
Defense: n vs [Bludgeoning,Thermal,
Slashing, 1Viral].Add n n to the Glut- [n n n Bl]. The target will also be
Electrical]
ton’s Dice Pool. Knocked Prone but will require an extra
Damage Threshold: T 15
n n n in order to stand upright.

Viral: 5

168 – Opponents

Lord of the Flies (OBM) W15 Attacks I saw the revolting thing. From
Replace “Bite” with the following: a distance, it looked like a
The Glutton is so putrid that they are giant bloated rabbit waddling
completely covered by and followed at all Devour: + + + d d - Target takes through the streets. But when
times by a buzzing swarm of biting flies. it came closer,it was actually
The swarm obscures it from view and d3Viral points and cannot Move.They also the legs of someone who had been
makes it much harder to hit.This upgrade partially swallowed that were
get n n to all their {Skill Checks%}. splayed high above its head,
causes Ranged attacks get n to target the its knees kinked in alarming
Must cut self free with a weapon by inflict- and horrid angles. Seeing us,
Glutton and Melee Attacks and Grapple it gave an excited grunt and
ing at least n n with a Slashing weapon. reguritated the previous victim
get n n . to (presumably) make room
The Result on the damage rolled in this for us. The poor bastard was
The Rat King (OBM) W15 case does not matter. This also inflicts digested from the waist up and
“Squalor”... obviously. what formless globs of tissue
The glutton is little more than a mobile Up to two characters can be devoured at remained of its torso was
squirming rat nest, its gigantic body host once, although the remains of several more impaled from many directions
to hundreds of infected rats.The Rat King will share space with them in the gut of with the broken femurs and ribs
no longer has an Evacuation attack, but The Great Devourer. of even earlier victims.
attacking the Rat King in Melee or Grapple
range will provoke the swarm of Vermin Death: + + + + d - [ n Bl] Denise and I didn’t know quite
to attack. Evacuation: + - One target in Grapple what to do, so we hesitated
for a moment, then ran. I
The Great Devourer (OBM) W50 Range gets [1Viral, Squalor]. looked behind us and knowing it
couldn’t catch us, It grabbed
The Glutton is no ordinary opponent. It Pin: + d d - One target in Grapple the legs of the victim and
is the great devourer. It does not chew; it crammed the body back into its
only swallows.The Great Devourer has the Range adds n n to their Dice Pool. gaping, torn open hole that was
following modified profile: once a mouth and neck.
Note: this is meant to be used in conjunction
Size: 3
with “SustainedVomit” and the reduced +
Damage Threshold: T 25
cost of “Evacuation” with devisating effect.

Opponents – 169

The Living

Unlike the Infected, the Living retain Barter
all their faculties during these times of
HOSTILITY LEVEL trial.This may be an unfortunate thing, Supplies-General (3), Sustenance (3)
as people are not inherently good.That is Population: 1
NPC Survivors will feature a Hostility to say, being good is not the fundamental Governance: 1
Level that indicates their potential relation- human conditioned response. It would
ship to the player characters and how they seem then that humanity is not some Vitality
good force that is beset upon by evil, but
handle Morale loss. Players may spend l rather they are evil that somehow manages Health: 3
or the GM may spend W to tip the to become good, if only under the right Defense: 0
circumstances. Kindness is the infectious
Encounter to “Affable” or “Dangerous” at agent that informs the good in people and Damage Threshold: T 5
the start, otherwise Encounters will gen- for all society’s foibles, it has been gener-
erally default to “Pragmatic”. Some of the ous in doling out comforts and panaceas to Abilities/Upgrades
Reference Cards may feature a preset Hos- troubles of the human condition. Stripped
tility Level for the Encounter that are color of insulating pleasures and continued soci- Archetype: Before an Encounter with Sur-
coordinated for ease of reference at the etal acceptance of the misplacement of pri- vivors begins, a GM may apply a Mod-
table. orities, humanity’s true nature is revealed ifier Template that will list adjustments
for all its ugliness. And yet, there can still for Core Stats and modify or add more
Pragmatic (Orange): Condi- be those who remember and preserve the Upgrade/Ability options to this BasicTem-
tional alliance.The NPC will likely best of what humanity has to offer. It is up plate. In this way the Core Stats listed on
only ally with the characters for a to an observant eye to discern one from the Modifier Templates are intended to
mutual benefit. They may be the other, and an honest, courageous heart replace those details from the Basic Tem-
friendly, but will only see the player char- to not become what you fear about them. plate (any not listed remain the same as the
acters purely in terms of utility, such as Even monsters can find a way to survive. BasicTemplate).Where the Upgrade/Abil-
mercenaries, trading partners, or userful It us up to those idealists to remember ity options on the Modifier Templates are
purveyors of information. Upon reaching the sacred, preserve what matters most added to those listed on the BasicTemplate
about life, and learn to survive not as mere (the options on the BasicTemplate apply to
J0, these characters will abandon the animals, but as humans. all Survivor Archetypes), unless they are
a duplicate which indicates some kind of
player characters generally on good terms. Survivors change. Finally, this option can be ignored
Outside of the player characters there are and the Basic Template can be used on its
Dangerous (Red): W5 - Never a number of other survivors that inhabit own to represent an ill equipped or gen-
the world.These people could be potential erally unexceptional character if desired.
willingly ally.This NPC has a high allies or as dangerous of enemies as the
amount of mistrust towards the infected (if not more so as they still possess Panicked W0
characters. They will only under cognitive thought). Of course there are
very desperate circumstances ally them- official Character Cards that can be used The Survivor is in desperate need of help
selves with the player characters, in fact to denote individuals the player characters and is clawing their way to freedom or
they will be outright hostile towards char- encounter who are more exceptional than to get supplies as fast as possible, fighting
acters that fail their “Assess Person”. Upon most, but only one instance of these char- others if necessary.They will be out of their
acters can be used within any given group. minds with fear and can take the form of
reaching J0, the NPC will turn on the Additional details are provided to allow mobs.This is very dangerous.There will be
a GM to form quick dice pools for these 2d5! - OL additional Panicked deployed.
characters and either attack or steal from NPCs if desired, though a GM may elect The Empathy is reduced by 5 per Panicked
to follow more strict rules when forming Opponent. Reduction to Empathy 0 means
them. GMs may spend W on Upgrades, Dice Pools. that this is an uncontrollable mob, mad
players may no longer spend l on SPEW:Three Attributes of 6d5! (24) and with fear that will attack any character that
one Attribute of 8d5! (32) gets too near.This will also come with the
Upgrades. Normal Movement: 10’ following additional effects:
Base Dice Pool: un n
Affable (Blue): l10 - Almost {SC%}/Attacks: {Balance +5%, Congestion: Characters will not be able
Brawl +5%, Grapple +5%, {Stealth to immediately flee or avoid an Encounter
certain to ally themselves with the +5%}
player characters unless there’s a with Panicked, and will lose l equal to
severe reason not to.These people the result of the n or P 1 each Round
are either desperate, very eager to be a
part of any group, or they have their own they remain in an Encounter with Pan-
agenda that stands in line with that of the icked.They can only flee the Encounter
by finding some means of escape during
player characters. Upon reaching J0, the the Encounter itself.

character will no longer assist a character
in Missions outside of a Stronghold.They
will still count as MobilizedWorkforce but
their Governance as 1 higher than normal.

170 – Opponents

Ruckus: Panicked will decrease the W endure than some, but are at the same Capacity: GMs wishing to track the
time not someone you would consider ammo use of armed Civilians can do so
cost of any other Opponents and Oppo- altogether exceptional. Either way, they using the Capacity entry of the firearms
nent Upgrades generated on subsequent are a person that the player characters will they use, assign a number of existing
{Encounter%} by 1 per Panicked during have to decide how to deal with.
the same Encounter. Template Modifications Depletion Points if desired, and roll n
SPEW: Two Attributes of 7d5! (28) and
Riot Control: If the characters have a two Attributes of 8d5! (32) as normal.This is, however, not required
Training Value with Command Apparatus {Skill Checks%}: {Brawl +10%, and the GM is free to use narrative flow
of at least 1 per Panicked, the crowd will Dodge +5%, Search +5%, Stealth instead of hard mechanics.
lose their Empathy penalty and they can +10%}
be ordered to disperse with a {Diploma- Vitality Sniper Fire W10
cy-Command%}, ending the Encounter. Health: 4
Abilities/Upgrades Survivors that are Out of Bounds or are
Shattered W10 not otherwise Deployed in Encounters
Armed, Guns - W10 or l20 -The Civil- with characters will be able to make
The Survivor is broken, whatever unfore- ranged attacks with their rifle weapons
seen tragedy has brought them to this point ians are armed with ranged weapons.They against the players.This will use the “Long
only years of intense therapy would have will have a variety of pistols, rifles, and/ Range” Lethality of their weapons. Char-
a chance to treat. All {SC%} used against or shotguns interspersed among their acters returning fire will likewise use their
them with Empathy as a Primary Attribute group.They may add {Firearms-Pistol Long Range Lethality.

add n where the result of h will indi- +5% [n Piercing, Slashing]} or Armed, Melee W5 or l10

cate that the interaction has, for one reason {Firearms-Long Gun +5%} to their The Civilians are armed with melee
or another, pushed the Shattered into a “{SC%}/Attacks” as appropriate for the weapons.This will grant them access to
homicidal breakdown, ready to attack at weapon they carry. This will also come an assortment of melee weapons. They
even the slightest provocation. Bringing with the following additional effects: may add {Melee Attack-Bludgeon-
this Survivor back into the fold, however, From My Cold Dead Hands: Survi-
will decrease Stronghold Morale by 1 as vors, even under ideal circumstances, will ing, Piercing, or Slashing +5%} [n
they reveal their tragic story.They will also rarely barter away their firearms unless
increase their Governance by 1, otherwise they have many specifically for trading. Bludgeoning, Piercing, or Slashing] to their
they will function as a normal member of Otherwise, attempts to Barter for the “{SC%}/Attacks” as appropriate for the
the Stronghold Population. weapon they carry. This will also come
available firearms will add n per OL. with the following additional effects:

Civilian Archetype Trade Goods: If the Civilians are either
“Pragmatic” or “Affable” they may be will-
This would represent your average person ing to trade, and may add MeleeWeapons
simply trying their best to survive the out- [Bludgeoning], [Piercing], [Slashing] (3)
break like any other Survivor.They are, to their “Barter” entry. A GM may substi-
however, at least a bit more prepared to tute any other potential “Common” item

Opponents – 171

or resource for this as appropriate for the for the available firearms will add n per additional Militia deployed.This will also
narrative flow. come with the following additional effects:
OL. Formation: Members of the Squad will
be able to utilize the following Formations:
Looter W5 or l10 Capacity: GMs wishing to track the “Brothers in Arms” and “Tip of the Spear”.
ammo use of armed Militia can do so using Note that “Brothers in Arms” will function
The Survivor is little more than an the Capacity entry of the firearms they use, a little differently when used by NPCs as
assign a number of existing Depletion
opportunist. If W is used, it is clear their use ofTactics relies on W as opposed
Points if desired, and roll n as normal. to l for the players.As the W values tend
they are likely a grave robber - the
characters can practically smell the This is, however, not required and the GM to be lower, this will reduce the cost by
blood on their merchandise.They can be is free to use narrative flow instead of hard
bartered with, but doing so will require mechanics. W5 to a minimum of W5.
a {Composure%} Check where failure
Sniper Fire W7 Military Archetype
will reduce J1. Either way, this will also This represents a member of the standing
Militia that are Out of Bounds or are not national military of any particular branch.
come with the following additional effects: otherwise Deployed in Encounters with This could be Army, Navy, or Air Force as
characters will be able to make ranged appropriate for the Encounter and envi-
Trade Goods - If the Survivors are either attacks with their rifle weapons against ronment.They will typically be equipped
“Pragmatic” or “Affable” they may be will- the players.This will use the “Long Range” with high quality Gear and have extensive
ing to trade, and may add Supplies-General Lethality of their weapons. Characters training in the use of it. Depending on their
(3) to their “Barter” entry. returning fire will likewise use their Long orders, they may or may not pose a threat
Range Lethality. to the local population of citizens trying
Militia Archetype desperately to survive.
Template Modifications
While not part of the standing national Armed, Melee W0 or l5 SPEW: Three Attributes of 8d5! (32) and
army presently, or possibly ever, these are one Attribute of 7d5! (28)
relatively exceptional individuals that have The Militia are armed with melee weapons. {SC%}: {Brawl +15%, Composure
banded together to form a citizens militia. This will grant them access to an assort- +10%, Dodge +5%, Grapple +10%}
They likely lack the training and supplies ment of melee weapons. They may add Vitality
that active soldiers would have, but are still Health: 5
highly efficient survivalists well suited for {Melee Attack-Bl, Pi, or Sl +10% [n Damage Threshold: T 7
survival as society collapses. Abilities/Upgrades
Bludgeoning, Piercing, or Slashing] Armed, Gunslingers: The Military are
Template Modifications to their “{SC%}/Attacks” as appropriate armed with ranged weapons. They will
for the weapon they carry.This will also have a variety of pistols, rifles, and/or shot-
SPEW: Three Attributes of 8d5! (32) and come with the following additional effects: guns interspersed among their group.Add
one Attribute of 7d5! (28) {Firearms-Pistol +15% [n Piercing,
Trade Goods: If the Militia are either Slashing]} or {Firearms-Long Gun
{SC%}/Attacks: {Brawl +15% [n “Pragmatic” or “Affable” they may be will- +15% [n Piercing, Slashing]} to
ing to trade, and may add MeleeWeapons the list of “{SC%}/Attacks}.This will also
Bludgeoning]}, {Dodge +5%}, [Bludgeoning], [Piercing], [Slashing] (3) to come with the following additional effects:
{Grapple +10%}, {Stealth +10%} their “Barter” entry. Standard Issue: Military will never
Barter away firearms.
Vitality Protocol W5 or l10 Capacity: GMs wishing to track the
ammo use of armed Military can do so
Health: 5 The Militia use rigorous protocol to main- using the Capacity entry of the firearms
tain a level of security and prevent waste. they use, assign a number of existing
Damage Threshold: T 7 This will allow for the use of the following Depletion Points if desired, and roll n as
Tactics: normal.This is, however, not required and
Abilities/Upgrades the GM is free to use narrative flow instead
of hard mechanics.
Armed, Gunslingers W5 or l10 Supply Conversion (W5 ) - Remove n Military Protocol: The Military use

The Militia are armed with ranged weap- from the Dice Pool when using gear that
ons. They will have a variety of pistols, requires them for Depletion Rolls. Note
rifles, and/or shotguns interspersed among that this is the same as theTactics provided
their group.They may add {Firearms-Pis- by the “Militia” Paradigm, but has been

tol +10% [n Piercing, Slashing]} recalibrated to utilize W for use with
or {Firearms-Long Gun +10% [n
NPCs by the GM.
Piercing, Slashing]} to their “{SC%}/
Attacks” as appropriate for the weapon they Panicked W10
carry.This will also come with the follow-
ing additional effects: Effects are same as listed for Survivors.

My Rifle Is My Friend: Militia will Squad W5 or l10
never barter away their own firearms, but
a Stronghold may have a supply specifically The Militia commonly operate in squads or
for trading. Even then, attempts to Barter units, and rare is the situation you will find
one of them alone.There will be 2d5! - OL

172 – Opponents

highly efficient procedural tactics to main- W5 to a minimum of W5. the national government, and as a result
tain control of situations and keep the unit will normally be aVIP within an escort of
safe.This will allow for the use anyTactics Panicked W15 Military.There will be 1d5! + OL addi-
from the of the following Formations: tional Military (see Military Archetype)
Effects are same as listed for Survivors. deployed.
nn Basic Formation
CDC Archetype Panicked W5
nn Brothers in Arms
This represents a highly skilled member Effects are same as listed for Survivors.
nn Escort of the scientific community dedicated to
understanding and ultimately stopping (or
nn Search Party mitigating) the spread of the outbreak.
Access to this level of knowledge is a rare
nn Patrol commodity even in the best of times, and
they may well represent the best chance
nn Phalanx humanity has at survival. Many of them
will be affiliated with the national gov-
Sniper Fire W5 ernment.

Military that are Out of Bounds or are not Template Modifications
otherwise Deployed in Encounters with
characters will be able to make ranged SPEW: Two Attributes of 7d5! (28) and
attacks with their rifle weapons against two Attributes of 8d5! (32)
the players.This will use the “Long Range”
Lethality of their weapons. Characters {SC%}/Attacks: {Composure +10%},
returning fire will likewise use their Long {First Aid +10%}, {Search +10%},
Range Lethality. {Spot/Listen +10%}

Combat Training W5 Vitality

Add a + to any {SC%} that generates n Health: (4)
by spending + . Note that this is the same
Damage Threshold: T 6
as the Tactics provided by the “Military”
Abilities/Upgrades
Paradigm (so the l cost is the same), but
has been recalibrated to include W cost Dress for Success :The CDC found in
the field will be equipped in a Haz-Mat
for use with NPCs by the GM. Suit (inset)which will offer significant
protection against [Vi, Po].They will oth-
Armed, Melee W5 or l10 erwise be found in regular clothing and
possibly a lab coat.
The Military are armed with melee weap-
ons. This will grant them access to an Virology: The CDC have a deep sci- Haz-Mat Suit
assortment of melee weapons.They may entific knowledge that allows for them Durability: 1, Sealed - Defense n n vs.
add {Melee Attack-Bludgeoning, to attempt to understand and develop a [Viral, Poison]. Heavy 3.
plan to combat the virus. This will add Tech Point Upgrades
Piercing, or Slashing +15% [n Bl, {Science +25%} to the list of “{SC%}/ Fully Sealed - 1TP - Characters automat-
Attacks” available.This is imperative for ically pass any SaveThrow against sources
Pi, or Sl] to their “{SC%}/Attacks” as many Missions relating to the virus and that cause [Poison,Viral] exclusively.They
appropriate for the weapon they carry. zombies (beyond simply killing them). have a supply of air in a tank that has a
Capacity: 10. Roll Depletion after each
Squad W0 or l5 period of Time it is used.
Rad-Suit - 2TP - Characters can apply
The Military commonly operate in squads Quarantine Protocol: The CDC uses the Defense to [Radiation] damage as well.
or units, and rare is the situation you will is highly specific and designed to protect They have a supply of air in a tank that has
find one of them alone.There will be 2d5! against contamination and the spread of a Capacity: 10. Roll Depletion after each
(8) - OL additional Military deployed.This any number of pathogens and contagions. period of Time it is used.
will also come with the following addi-
tional effects: As such they can reduce J of their For-

Formation: Members of the Squad will mation by 1 to prevent 1 point of Viral
be able to utilize the following Formations: from being taken by anyone in Formation
“Brothers in Arms” and “Tip of the Spear”. with them.
Note that “Brothers in Arms” will function
a little differently when used by NPCs as Military Escort W0 or l5

their use ofTactics relies on W as opposed The CDC are generally affiliated with
to l for the players.As the W values tend

to be lower, this will reduce the cost by

Opponents – 173

Beasts

Once of society crumbles the beasts of Note that this combines with the “Elusive” Example: Claiming “Fur 3x” by Resolving
the wild will once again become an ever Elusive: The beast is notoriously hard to
present threat (and resource) for those track. Any attempt to Pursue the beast + during “Field Dressing/Cleaning” Mis-
attempting to survive. Depending on the after it flees will require a {Navigation%
scope of the scenario it is also possible that sion will have furs that take up ,,,
wild animals of various types might also be n n } and will add q100% to any Mis-
susceptible to the infection.With an esti- worth of space.
mated 8.7 million species of animals living sion that involves tracking this kind of beast See the “Field Dressing/Cleaning” Mission
on the planet today it would be impossible specifically. Brief on pg. 139 to see how a character can
to attempt to catalog them all. Instead, we Noise: Items that cause “Noise” with Use gatherYield from their kills.
have provided more generalized templates will count as a “Stressor” against most Tactic(s)
that Gamemasters can modify to better beasts and will allow a Use of an item with
reflect local variations of these broader Noise to require Beasts to make a {Com- Ambush: J3 -The pack gets a surprise
categories.
The following are special rules are not posure%} or lose J1. round at the beginning of the Encounter.
unique to any particular beast, but rather
can apply to several varieties. For this Note: Zombie versions of animals will apply Feint and Lunge: J1 -The majority of
reason some entries will just have the name all zombie rules to themselves, including the
of the rule in their “Special” section.This the pack snaps at and harangues the char-
means you can simply refer back to this one that prevents the loss of J for any acters as one goes in for a killing blow.
section for specifics. During the Check phase, only one Beast
Beast Universal Special Rules reason, which renders this rule useless. In
Aggressive: The Beast count as having a short, infected beasts will be immune to makes any attack {SC%} and adds [n ]
Morale loss of any kind.
J of +d3 and will fight in as many rounds Pack Hunters: Beasts that hunt in Packs to all their Triggered Effects that target
adopt it as a Formation and have the fol-
as that will allow. Morale is lost by losing lowing special rules: characters. All characters also add n n
a Health point and at the end of each Res-
The beast’s Formation does not lose J1 to their Dice Pools immediately.
olution phase. If they have J0, the next
perTurn during an Encounter, but they do
Intent phase will have the animal attempt startle easy and are just as easily driven off
a retreat normally. by loud noises as they are damage.
Alpha: Pack hunters with an Alpha will Stressors: Loss of Health Point, Noise
Yield: The beast has usable meat, fur,
not lose any J unless a member of their bones or whatnot that are of great
use to a character or can be sold at a
pack is killed. Each death will cause the Stronghold. Characters that are cleaning
or field dressing a dead beast will get
loss of J1. If there is any pack that has whatever is in the Yield entry of the
beast. A character gets 1 “Yield” per Size
an “Alpha” upgrade, then the death of the of the Beast unless otherwise noted in
the entry. Sometimes, a specific Yield
Alpha will cause the pack to lose J2. will be proportionally greater. Such
examples will be Yield that is 2x, 3x
Most characters would not be able to iden-
tify the Alpha, however. and so on. So resolving a + as part of
Health: 1+1 per Size
“Field Dressing/Cleaning” will getYield
T 5 per Size equal to the “X”.
Zombie or Undead versions of beasts do
Apex Predator: These are predator not have any edible yield in the form
species, lower value as food, but have a of Meat (no matter how desperate the
fair price on their heads for furs and as Survivors are) and their Fur will likely
bounties for local ranchers. Some large and be depreciated by a large amount. So
dangerous predators are fierce opponents Furs will have their possible maximum
in their own right where pack hunters can Yield cut in half, rounding down (so half
use their hunting instinct to overwhelm an their Size).
unwary party.
Health: 1+1 per Size

T 5 per Size EachYield will have a CU of , regardless

Additional q to track: q20 per E of what theYield happens to be.

174 – Opponents

Hunting Cat Vitality Large W5
Hunting Cats come in a wide variety, and
they are generally found all across the Health: 2 The Hunting Cat is a larger variety and is a
globe.They are stealthy and have access far deadlier Opponent as a result.
to some of the sharpest fangs and claws in Defense: 1
the animal kingdom. Many exhibit a soli-
tary nature, however, so as deadly as they Damage Threshold: T 6 Size: +1
are, they are likely encountered alone.This
means that those wandering into their ter- Special Damage: Add an additional [ n ] to all
ritory are advised to never separate from
the group, as this solitary hunting instinct their attacks.
will quickly hone in on those prey that
stray from the herd. Elusive Hellcat W10 - 1 per OL
Hunting cats that fall prey to the virus are
no less deadly; in fact, they may be more Yield: Fur 1x, Meat 1x The Hunting Cat has been infected, effec-
so. tively making it “Undead”.Add “Viral: 1”
Size: 1 Attacks to Vitality and reduce Health by 1.

Strength: 20 per Size Slash: + - [ n Sl]
Perception: 40
Empathy: 10 Bite: + + - [ n Pi,Sl]
Willpower: 30
Movement: 20’ Template Options/Hazards

Speed: n n Stalker W15

{SC%}: {Balance 60%, Brawl55%, The Hunting Cat has been stalking the
Dodge 50%, Grapple 55%, Climb characters for quite some time, waiting
55%, Spot/Listen 65%} for the prime opportunity to pounce.
Characters must make a {Spot/Listen%}
against the Hunting Cat’s {Stealth%}, or
the Hunting Cat can be deployed without
obeying minimum distance from the
characters.

Opponents – 175

Canine Special Large W3
Large breeds of dogs and wild canines like
wolves make for especially deadly pred- Pack Hunters Large breeds (or wild canines such as
ators, and even worse infected beasts. wolves and coyotes) will result in deadlier
They are in possession of a ferocious bite Pursuit: If characters Flee an Encounter Canines (and higher yields).
and exceptional endurance.They are also
known to hunt in packs, which exponen- with Canines, they have a n to any {SC%} Size: +1
tially compounds their danger to Survivors.
They have highly evolved hunting tactics made to evade them.
that rapidly exploit weaknesses in the char-
acters’ formation. Yield: Fur 2x Damage: Add a bonus n to all of their
Size: 1
Attacks “Attack”Triggered Effects.
Strength: 25
Perception: 35 Bite: + = [ n Sl] Hellhound W10 - 1 per OL
Empathy: 15
Willpower: Special Template Options/Hazards The Hound has been infected, effectively
Movement: 15’ making it “Undead”.Add “Viral: 1” toVital-
Alpha W1 ity and reduce Health by 1.

One Canine is the clear Alpha of the group.
As long as he is alive, all Canines in the

Encounter get a bonus + in all their

{SC%}.

Speed: n n Strength: +20

{SC%}: {Balance 40%}, {Dodge 40%}, Break Formation W5

{Grapple 35% [n Slashing]}, {Navi- Any formation the characters have adopted
is broken as the Canines exploit some
gation 60%}, {Spot/Listen 55%} unforeseen weakness in their ranks.
Vitality

Health: 2 Pounce W1

Defense: 1 The Canine may initiate a {Grapple%}
in the same Intent they move into range
Damage Threshold: T 8
without any additional n or n added to

the total for making multiple actions in the
same turn.

176 – Opponents

Equus Special Attack:

Large animals such as horses, elk, camels, Bodyblow: A Mare causing a target to Gore: + - [ n Pi, Sl]
and so on with powerful legs capable of lose a Health Point with any Triggered
both propelling them quickly into battle Effect will Knock Prone that target. Huge W25
and delivering attacks with their hooves
(and sometimes horns).Their attacks can Yield: Fur 2x, Meat 2x, Bone 1x. This Mare is more enormous or powerful
easily break bones and cause tremendous than average. It will be an elk, bison, or
injury.Their speed makes them even more Attacks moose.There may be varieties of this Mare
deadly. Once infected, the once noble that do not have horns or antlers, so beasts
steed is reduced to a frenzied monster. Charge: + + + d , Move at least 30’- that have such features will need to take
Size: 2 that upgrade as well in those cases.
[ n n n n Bl].
Strength: 50
Perception: 35 Kick: + - [ n n Bl] Size: +1 (Health +1)
Empathy: 20
Willpower: 45 Template Options/Hazards Strength: +20
Movement: 30’
Charge W1 per Size Speed: n
Speed: n n
A Mare can count their movement and a The Mare’s attacks deal an additional [ n ]
{SC%}: {Balance 38%, Dodge 25%, subsequent {Brawl%} as a single action
Grapple 54%, Brawl60%} per Size.This attack will ‘Knock Prone’ the
Vitality when determining how many n to roll.A target if they lose a Health Point.
Health: 2
Defense: 3 charging Mare will increase the Difficulty Nightmare W10 - 1 per OL

Damage Threshold: T 15 of all attack {SC%} by n .

Horns/Antlers W10 The Mare has been infected, effectively
making it “Undead”. Add “Viral: 1” to
This variety of Mare is not a horse but Vitality and reduce Health by 1.
a deer, goat, or small bull.The ‘Charge’
attack that the Mare has will add [Piercing]
to the DamageTypes the Mare can inflict.

They also got the following additional

Opponents – 177

Ursus Attacks fail in this way, then the characters must
The many varieties of bear make for a attempt to Flee the Encounter. This is
diverse, yet uniformly deadly Opponent. Swipe: + + - The Ursus can attack all usable if an Ursa is Out of Bounds.
They are tanks of muscle and bone with
thick skulls and powerful jaws.The infected Opponents in front of them with a single Shrug OffWound W10-1 per Size
bears lack the mental faculties that make
non-violent avoidance, such as frightening {Brawl%}.The + in the attack must be The Ursus can add + to any SaveThrow
them off, futile.
Size: 3 distributed among all Opponents struck. in order to resist incoming Damage.This
cannot be used to shrug off any attack that
Strength: 60 At least + must be allocated to all reach- has the “Deadly” quality equal to or greater
Perception: 45 than the Ursus’ Size.
Empathy: 5 able Opponents before allocating multi-
Willpower: 60
Movement: 15’ ple + worth of Damage dice to any one

Speed: n n n Opponent.

{SC%}: {Balance 66%, Dodge 25%, Template Options/Hazards Duba W10 - 1 per OL
Grapple 65%, Brawl66%}
Vitality Crush W25 The Ursus has been infected, effectively
Health: 3 making it “Undead”.Add “Viral: 1” toVital-
The Ursus crushes their Opponent, almost ity and reduce Health by 1.
Defense: n n n always killing them outright.The Ursus
Damage Threshold: T 20 does not roll damage with a successful One Big Monster Upgrades
Grapple Check; rather, their Opponent
Special loses 1d3 Health points outright.This loss Shashtsoh W50
Immunity: The Ursus is immune to all of Health points can result in Instant Death
weapons that do not have a Lethality of and Gruesome Demise normally.
2x or higher.
Large W20
178 – Opponents
The Ursus is a particularly large variety of
bear. Modify the following:

nn Size: +1
nn Strength: +20

Roar W5

The Ursus makes a terrifying, loud roar.
This will force a {Composure%} or the

characters will lose J1. If all characters

Swarm Environment: Since a Swarm represents Raptors W15
Human-sized Opponents are significant animals and insects, a (Biome) must be
threats, but there are others that can be shared with their actual habitat. Biome: Any
equally dangerous….in some cases more
so. Swarms of smaller creatures are fero- Mobility: Swarms automatically pass Alert: The noise a swarm of Raptors gen-
cious and deadly. They can be defeated {Breach%} unless specific barriers have
individually easily enough, but a swarm been erected or it is physically impossible erate will add W1 per Size each round.
can number hundreds, if not thousands of for a Swarm to reach the characters.
biting, stinging, venomous, diseased, or Dive Attack: Raptors can attack any
even infected creatures. Resilience (X): Swarms have Resilience character, and when doing so will inflict
The swarm is really only threatening in where X is equal to Size.This means that a
large numbers but is freakishly hard to stop Swarm of Size 5 or more will be immune [n Sl] per Size.
once it reaches a large enough size. to all damage that isn’t Blast, which ignores
Size: Special Resilience in the case of Swarms. Resistance: Melee Attacks

Strength: 5 per Size Flight: Movement is 30’
Perception: 10 per Size
Empathy: 0 Relentless: Swarms do not lose J1 each Pursue: Opponents that flee an Encoun-
Willpower: Special ter with a Raptor swarm will be pur-
Movement: 5’ Turn and will always pursue. sued by it.The Raptor swarm can either
be engaged deliberately, as a result of
Speed: n Size: A Swarm will be deployed at a cer- Encounter Checks, or hidden from.The

{SC%}: {Balance 100%}, {Dodge tain Size.The size will be 1 per + in the Raptors will generate 1d5! W per 6 per
100%}, {Grapple 10+10 per Size%
{Encounter%}. Size they are spending pursuing the char-
[n Slashing]} acters. Hiding from them will require a
Small Bites:When resolving n inflicted
Vitality by a Swarm, it will treat any n with a {Stealth%} that will get a bonus + per
Health: (1 per Size) Result greater than 2 as having rolled
Defense: Special 2. Structure of any building they take refuge
in. Characters must Lay Low in order to
Damage Threshold: T 5 per Size Small: Individually, swarm creatures can attempt a {Stealth%} in this manner.
be immediately destroyed by resolving a Fleeing an Encounter with Raptors will
Viral: 1 + OL allow Raptors to be deployed for free if
Symptoms: Rage + against it.This will have little effect another {E%} is successful after the char-
Special acters flee.The Raptor swarm will have
on the Size of the Swarm. Rather this is a Size equal to the size of the swarm fled
Defense: Swarms have a Defense 4 a narrative tool if stray members of the from +1.
swarm attack a character independent of
per Size (so Size 3 will have a Defense the swarm itself.

4 4 4 ) against all Melee Attacks Smother: If more than + + + + + Reinforcement WSpecial
against and Defense 3 per Size against
worth of damage is distributed to a single Paying the W cost of the Opponent again,
all Ranged Attacks. Blast Weapons will
ignore their Defense entirely. target, the damage is altered from n to the GM can increase the Size of the swarm
Devour: Swarms do not make Combat
skill checks. Rather, they will automati- n n per + . by 1d5!, the result of a h will count as

cally generate + per Size that can only Stressors - Fire/Cold: Swarms are a 0.
repulsed by fire, and cannot handle
be resolved against opponents in Grapple extreme cold, so treat taking any amount Fauna, Stinging/Biting W5
range. of [Th] as a Stressor.
Immunity: A swarm is immune to [Pi]. A character attacked by stinging and biting
Any damage that is not dealt by a blast Weakness: Blast weapons will have the swarms are generally not in immediate
weapon or shotgun weapon on a Swarm danger, but they will be very distracted
Deadly n n against a Swarm and ignore
will give the Swarm a Defense n n during Encounters.All Actions will add n
Resilience.
against that damage. per Size. and being targeted with “Bite/
Attacks Sting” will count as a “Stressor”.

Bite/Sting: + - [ n Pi], Small Bites Hive/Nest W10

Template Options/Hazards This kind of Swarm cannot be Reinforced
as the number in the swarm is fixed by
Vermin W10 the size of the hive or nest they come
from, but the starting Size of the Swarm
The Swarm is a bunch of rats. Rats in this is increased by d5!
number generally only appear in “Biome:
Urban” Environment in the numbers Fauna,Venomous W5
required for a “Swarm”.
The “Bite/Sting” attack inflicts [Poison] in
Diseased: Attacks inflict [Po], [Sl], and addition to its other Damage Types.
[Vi]

Opponents – 179

Health and Disease

“THE VIRUS” reduced by 63 per + in {Advanced The Biologically Alive Opponents that
were once humans or animals that suc-
Outbreak: Undead.. presents different Medicine%}, or {First Aid%} can be cumb to the Virus no longer suffer the
options (symptoms) for multiple types of debilitation that the Virus inflicted.They
viral infections. If theViral total is greater administered but only reduces 6d3 per will become what is considered Standard
than theTens digit (or Bonus) of the SPEW + .This reduction can only reduce the along with any Upgrades the Virus causes
stat it effects, then the character succumbs 6 required for treatment to 61.This is based on its Symptoms.
to the Virus and becomes an Opponent
with all the Upgrades of the standard all assuming the character even knows they SYMPTOM CATEGORIES
Opponent of the outbreak scenario. If the are infected and what they are infected
Virus does not alter a SPEWstat, then the with. Some Symptoms may share a mechanical
virus will simply damage a character until effect on the character, despite having a
the virus is somehow removed or the char- REMOVING VIRAL different affliction. Either that or it shares
acter is killed. an effect but the effect is localized to a spe-
A character can eventually succumb to the A character can choose to remove one cific area in the body. Such distinctions will
effects of the virus. Upon doing so, they be indicated by a parenthesis in the entry
will become one of the undead and will point of Viral per 620 AFTER the Dura- title (like this).
have all of the abilities that are granted
by it.When and how a character turns is tion of the Disease has passed when taking VERY COMMON SYMPTOMS
detailed in the Succumbing section. a Long Rest. Some potent medicines and
aggressive treatments will also reduce A Symptom that is listed may be so
INCUBATION Viral, even before the Duration has passed. common or obvious that it has no need for
a further entry and has no other in-game
A GM secretly notes when a character has SYMPTOMS effect other than its presence as a result of
contracted a Disease. After the Incubation the Disease. Its effects are strictly narrative,
Time has passed, a GM can secretly make A Symptom may be determined by, or give even if the symptom itself would clearly
an {Endurance%} check on the charac- insight into, the Upgrades that result from have some impact on how a character feels.
ter’s behalf. If they pass then the Symptoms infection, for instance, Nausea/Diarrhea Symptoms that fall under this category will
do not manifest. If they fail, the character may indicate the early stages of the Virus be listed in quotation marks in the entry
gains their firstViral point and Symptoms that gives the standard zombie their Evac- “like this”.
will begin to manifest. If no Viral points uation Upgrade.
are added by the time the Incubation has A‘Symptom’ will be a negative status afflic- NEGLECT/MANDATORY TREATMENT
passed, then the character’s immune system tion against characters who are infected
has fought off theVirus or disease before the and will serve as Upgrade guidelines to Not taking any measure to treat symptoms
Symptoms manifest. those Opponents that have succumbed or will result in the loss of a point of Morale
If the character lives by the time the overall turned. and will increase the Duration by 100%.
“Duration” has passed, then the character Some Upgrades will not manifest unless Also, neglecting increased material needs
has rid themselves of the virus that tor- the Opponent is suitably infected. For like additional fluids or extra food intake
mented them. Before the Duration expires instance, should aVirus have symptoms that or specific medicines will almost certainly
and during Incubation, a character cannot have Endurance (S), and Undead (6), that kill the character if they Succumb, even
naturally heal any lost Health Points, but means that upon succumbing, the Oppo- if the illness is not commonly fatal when
Damage Points can be removed as many as nent has the Endurance Upgrade, but only treated. Such symptoms will be marked
their current Health Point total will allow. afterViral: 6 is reached will the Opponent with an (*).
Incubation counts towards the “Duration”. count as being Undead. If the Virus has a
combination of symptoms that overlap in SUCCUMBING
VIRAL PROGRESSION what sort of Upgrade results, always use the
lowestViral total to determine when such A character will Succumb when the Viral
For simplicity (at the expense of some real- an Upgrade will manifest. total of a character is equal to or greater
ism) Viral Progression is static at a rate of If a character’s Viral is high enough, it is than (SPEWAttribute Bonus the Virus
possible for Upgrades to manifest before affects based on its symptoms + their
every Sb x 10 in 6. After this duration, a character ‘Succumbs’.They will take the current number of Health Points). If no
assuming no treatment in that 6, Viral form of handicaps or some other penalty. attribute is affected, then the character will
If a character manages to be strong enough succumb whenever the character has no
will increase by 1.A character can suppress or medicated heavily enough to prevent Health points remaining.
Viral Progression after they have started Succumbing at a Viral total that nor-
gainingViral points by increasing the length mally indicates an Upgrade manifests, the Note:There are some Abilities or gear in the
Upgrade is ignored until a character actu- form of vaccines, treatments or conditions
of 6 it takes for Viral Progression by 65 ally ‘Succumbs’, although the other Symp- that can artificially increase the threshold
through q10 x Viral spent on appropri- toms will get noticeably more violent. where an afflicted character will Succumb.
All of these are scenario specific.
ate Missions to treat them (See pg. 149).

The 6 required for the treatment can be

180 – Opponents

DISEASES Incubation: 640 - 100 (2 - 5 days) Influenza
Influenza or “the flu” is rarely fatal unless
In addition to the omnipresent threat of Symptoms: Fever, Malaise, Pain (Sore you are immunocompromised, very young
“The Virus”, a host of diseases that have Throat) or elderly. Its symptoms are very general.
been mostly eradicated from the developed Treatment: Diphtheria Antitoxin, Antibi-
world can make a comeback during an otics Incubation: 620 - 80 (1 - 4 days)
outbreak as mass movements of people
without diligent screening can expose Duration: 6140 (1Week) Symptoms: Fever, Chills, Malaise, Cough-
whole populations to contagions. The ing, Congestion
following section outlines these diseases Typhus, Endemic Treatment: Rest, Rehydration*
that may also be threats to the characters AKA MurineTyphus. Infection transmitted
in their attempt to survive.These diseases by vector (fleas, typically from rats). Duration: 640 - 100
can also serve as effective smokescreens by
having “The Virus” be potentially nothing Incubation: 6140 - 280 (7 - 14 days) Malaria
more than a serious (but treatable) malady. Parasitic infection transmitted through
Symptoms: Pain (Headache), Fever, Mal- mosquito bite. Symptoms may not occur
LIST OF DISEASES aise, Nausea/Vomiting for up to 30 days past exposure.
Cholera Treatment: Antibiotics, Rest
Incubation: 6140 - 600 (7 - 30 days)
An infection involving the lower gastro- Duration: Up to 6200 (up to 10 Days)
intestinal (GI) system. Rapid loss of body Symptoms: Pain (Headache), Fever, Mal-
fluids can cause severe and often fatal Typhus, Epidemic aise, Nausea/Vomiting, Discoloration
dehydration. Infection transmitted by vector (human (Jaundice), Convulsions
body louse).The classification is epidemic Treatment: Antimalarial Medications*,
Incubation: 640 - 60 (2 - 3 days) due to high prevalence during times of war Antipyretics
and natural disaster.
Symptoms: Diarrhea, Nausea/Vomiting, Duration: 6140 (1Week)
Cramps Incubation: 6140 - 280 (7 - 14 days)
Treatment: Rehydration, Rest,Antibiotics Measles
Symptoms: Fever, Cough, Cramps, Rash, Highly contagious viral infection. It is
Duration: 640 - 100 (2-10 Days) Delirium transmitted rapidly via airborne pathways
Treatment:Antibiotics, Rehydration, Rest (sneezing, coughing).
Diphtheria
A bacterial infection that is typically trans- Duration: 6140 - 280 (1-2Weeks) Incubation: 6200 - 240 (10 - 12 days)
mitted by respiratory secretions. Coughing
and sneezing is the most common mode Symptoms: Fever, Cough, Rash
of transmission.

Opponents – 181

Treatment: Rehydration,Antipyretics, Rest Typhoid Special: If any symptoms manifest or if
A bacterial infection that is transmitted characters fail their {End%} after Incu-
Duration: 6140 - 200 (7 - 10 Days) by ingesting food or drink contaminated bation, the Duration is essentially however
by the human feces of an infected person. long a character has to live. If characters
Meningitis clean the wound with an “Advanced Med-
An infection of the meninges (the mem- Incubation: 6160 - 280 (8 - 14 days)
branes covering the brain and spinal cord). icine” Mission with an additional q15.
The inflammatory response can rapidly Symptoms: Fever, Pain (Headache), Mal-
become severe or fatal if untreated. aise (Weakness), “Nose Bleed” then the disease will not take hold. Using
Treatment: Rehydration*, Rest,Antibiotics
Incubation: 640 - 200 (2 - 10 days) Gear can reduce the 6 needed but will
Duration: 6420 (3Weeks)
Symptoms: Stiffness (Neck), Pain (Head- likely be specialized items such as powerful
ache), Fever, Delirium Varicella (Chicken Pox) disinfectants administered to the wounded
Treatment: Antibiotics*, Rehydration* A viral disease that is hallmarked by the character, which a character may not have
characteristic small, itchy blisters which access to, even in a surgical setting.
Duration: 6140 - 200 (7 - 10 Days) form all over the body. It is transmitted
through the air, via coughing or sneezing. Mononucleosis
Pertussis A viral infection that is typically transmit-
Highly-transmissible bacterial infection Incubation: 6280 - 320 (14 - 16 days) ted through human saliva, hence the col-
that is characterized by gasping coughing loquial title of “the kissing disease”.This is
fits. This is more commonly known as Symptoms: Rash, Malaise, Fever frequently abbreviated as simply “Mono”.
‘whooping cough’. Treatment: Rest, Analgesics, Antipyretics
Incubation: 6560 - 840 (28 - 42 days)
Incubation: 6140 - 200 (7 - 10 days) Duration: 6140 - 200 (7 - 10 Days)
Symptoms: Fever, Pain (SoreThroat, Head-
Symptoms: Cough, Fever Rabies ache), Malaise (Fatigue), Nausea/Vomiting
Treatment: Rest, Antibiotics Viral disease that is transmitted through Treatment: Rest, Analgesics
the scratch or bite of an infected animal.
Duration: 6420 (3Weeks) Prevention can be achieved with rigorous Duration: 6280 - 560 (2 - 4Weeks)
wound cleansing immediately after bite,
Pneumonia however once symptoms present, it is Cold (Minor)
A severe infection of the lungs that can be almost always fatal. An infection of the upper respiratory tract,
viral, bacterial, or fungal in origin. typically involving the nasal passageways,
Incubation: 6420 - 1,120 (21 - 56 days) that is viral in origin.
Incubation: 620 - 60 (1 - 3 days)
Symptoms: Fever, Malaise, Rage, Halluci- Incubation: 620 - 60 (1 - 3 days)
Symptoms: Cough, Fever, Pain (Chest), nations, Delirium
Dyspnea Treatment: None Symptoms: Cough, Pain (Sore Throat),
Treatment: Antibiotics*, Analgesics, Anti- “Sneezing”, Fever
pyretics, Rest, Rehydration Duration: 6280 - 1680 (2 - 12Weeks) Treatment: Rest, Rehydration,Analgesics

Duration: 6280 (2Weeks) Duration: Up to 6400 (Up to 20 Days)

Tuberculosis (TB)

An airborne infection that affects the respi-
ratory system. It is easily transmissible by
coughing or sneezing.

Incubation: 6280 - 1,680 (14 - 84 days)

Symptoms: Fever, Night Sweats, Cough
(Bloody Sputum)

Treatment: Antibiotics*

Duration: 61120-1680Time (8-12Weeks)

182 – Opponents

Food Poisoning Convulsions (Seizure), Buboes Brucellosis (Malta Fever)

Illness affecting the GI system that is Treatment:Antibiotics*, Rest, Rehydration Bacterial infection transmitted by animals
caused from ingesting spoiled or contam- such as sheep, goats, cattle, pigs, and dogs.
inated foods. Duration: 6140 - 200 (7 - 10 Days) Ingestion of raw dairy products or con-
tact with raw meat are the most common
Incubation: 65 - 40 (8 hours - 2 days) Ebola modes of acquiring the disease.
AKA Hemorrhagic Fever.A viral infection
Symptoms: Diarrhea, Nausea/Vomiting, with high mortality. It is transmitted by Incubation: 6280 - 560 (14 - 28 days)
Malaise, Fever direct contact of body fluids.
Treatment: Rehydration, Rest Symptoms: Fever, Malaise,Anorexia, Pain
Incubation: 640 - 420 (2 - 21 days) (Headache), Malaise
Duration: 620 - 60 (1 - 3 Days) Treatment: Antibiotics, Rest
Symptoms: Fever, Pain (Headache), Mal-
Bubonic Plague aise, Diarrhea, Nausea/Vomiting, Hem- Duration: 6280 - 1120 (2 - 8Weeks)
Severe bacterial infection transmitted by orrhage
vector (fleas from small mammals). Treatment: Rehydration, Rest

Incubation: 640 - 120 (2 - 6 days) Duration: 6140 - 280 (1 - 2Weeks)

Symptoms: Fever, Chills, Malaise, Cramps,

LIST OF SYMPTOMS Anorexia Convulsions/Cramps/Stiffness
Strength Strength
The following are a list of symptoms that An extreme reduction of intake of food brought A severe and painful contraction or spasm of a
a GM can use to sow confusion and cause upon by severe nausea, loss of appetite or muscle.The location and/or cause of the cramps
discomfort of characters who have one psychological distress. will be indicated in parenthesis.
or more points of Viral accumulated.The A character must pass an {Endurance%} This will cause a character to add a n per
astute reader will notice that these func- check (if physiological) or a Viral to all Skill Checks that have Strength
tion much like the “Status Effects” that {Composure%} in order to eat food. as a primary attribute.
characters can be afflicted with.This is This check will have n per Viral. If it is Buboes
very much true.A GM can use Symptoms psychological, neglecting food will count Strength
as status effects.The only difference here is as a coping mechanism (see the section on An inflamed lymph node that appears as a cyst
that unlike Status Effects which have static Disadvantages for fuller details as to how or blister.These are unsightly, but their greater
rules, a Symptom (if it has any mechanical this is treated as a psychological ailment danger is the risk of Infection.
effect at all) would scale by the amount of instead of a purely physiological one). Each point of Viral will reduce DT by 1
Viral a character has accumulated and are Chills and add n to any {SaveThrow%} used
very flexible in their use.The main reason The sensory perception of acute, biting cold.This to resist an Infection injury.
a Symptom is included is for a GM to have has no in-game effect other than its presence Delirium
plenty of resources to draw from when serving as a diagnostic tool for the disease that Perception,Willpower
crafting their scenario, the zombie virus afflicts the character. A temporary loss of lucidity where an individual
in specific. Cough may experience sensations ranging from terror
Contraction of the chest wall muscles to to euphoria.
Note: Despite using “Viral” as a nomencla- forcefully expel air through the mouth. In EachViral point adds n to all Skill Checks
ture, a lot of these symptoms can be derived extreme cases, someone can be afflicted with an withWillpower as a primary attribute and
from bacterial or fungal infection, and not uncontrollable fit of coughing and cough hard will not allow anyWb to be claimed for any
exclusively from viral sources. enough to expel blood and tissue (called bloody other Checks.This will also decrease party
Name of Symptom sputum). Morale by 1 per Viral for any Formation
Associated SPEW Attribute(s) (if any) This will nearly always be narrative only, they lead or are a part of as their ability to
Description of Symptom however a character can be prompted by take or give orders is severely impaired.
Any special rules that will result from the GM to make an {Endurance%} or
attaining a disease with the Symptom. cough hard enough at an inappropriate
Note: Some Symptoms are only descriptive or
narrative, with no mechanical effect. moment, generating W1 per Viral or

cause an effect similar to Pain.

Opponents – 183

Discoloration (nature of discoloration) world is severely compromised. other medicines can prevent this to a
This is more of a diagnostic clue than a Hemorrhagic certain degree. A character afflicted with
dangerous symptom in and of itself. Jaundice is Strength
a common example of a body-wide discoloration If a character is “Hemorrhagic” then they this will also reduce the amount of q
that is caused by the much more severe problem
of liver failure. Changes in the color of urine automatically Aggravate n to an Injury. they produce at a Stronghold in an amount
and feces can also be indicative of a problem The n Aggravated in this way must have a equal to theViral total.
and would fall under this category. Necrosis
Diarrhea Result of less than half theViral total. If no Strength
A profuse loose stool. The virus will kill and rot the cells of the body
A character must drink or have an IV for n has that Result, it can remain assigned and erode the muscle tissue of the character
1 additional day per Viral or they will and/or the Motor Cortex of the brain.
begin to dehydrate.This lack of hydration to a character. Medicines that are clotting
will sap the Strength of a character, so all agents can prevent or reduce this effect Each point of Viral adds n to all Skill
Skill Checks with Strength as a primary
attribute will have n or n per Viral as can + in {First Aid%, Advanced Checks with Strength as a primary
point to any dice pools built. Intravenous attribute and will not allow any Sb to be
nutrition solutions and other medicines Medicine%}. claimed for any other skill checks. +-1.
can prevent this to a certain degree. A Malaise Night Sweats
character afflicted with this will also Willpower Excessive perspiration at night during sleep.This
This is a generalized ill feeling, fatigue, and has no in-game effect other than a narrative one
reduce the amount of q they produce discomfort. but it is a hallmark symptom of tuberculosis.
A character with Malaise will add half their At the very worst it will cause discomfort if a
in an amount equal to Viral. character is forced to wear the same clothes they
Dyspnea Viral total as either n or n (dividing have slept in.
This is shortness of breath or labored breathing. Pain (Type of Pain)
The severity will only be a problem if the them however they choose) to all Skill Willpower, Strength
Viral total exceeds the Strength bonus of Checks they make. Malaise is often used Discomfort caused by trauma, infection, or other
the character. In which case it will allow a interchangeably with fatigue, but Fatigue is miscellaneous etiology.
an in-game term for Outbreak: Undead.., so This has a tremendous range of what
GM to spend W5 in order to add n n it is helpful to not confuse the two. forms and locations it takes, but basically
Mutation/Invasive Growth a character that needs to compensate for
to all their Skill Checks this Turn. Any pain in any way will add half their Viral
Fever This virus causes rapid mutation or invasive,
An abnormally elevated body temperature that disfiguring growths fueled by consuming biomass. total as n and/or n (or any combination
results from a myriad of infections or other The resulting monster may barely be recognizable
pathology.This has no effect outside of narrative as once being human and be capable of thereof) to all Skill Checks they make.
description, save for those instances where the terrifying strength or other unnatural abilities. Disorientation
symptom is so severe that it is lethal. Such The mutation will augment their abilities Perception
instances will be indicated by the asterisks and the until the mutation becomes rampant. A character is easily disoriented and dazzled
Viral value in the parenthesis in a disease’s entry. Empathy and one other SPEWAttribute by bright lights.
Hallucination becomes targeted.The combined bonus While in normal or brightly lit areas, a
Perception of these two SPEWAttributes will be the
The affliction wreaks havoc on the Occipital Viral needed for a character to Succumb. character will add n for all Actions that
Lobe andVisual Cortex.This has the practical The remaining two SPEWAttributes will
effect of experiencing visual apparitions or get a +1 Bonus perViral until a character use Perception as a primary attribute, per
extraordinary beliefs or have other effects similar Succumbs.A character cannot claim an Eb Viral point.
to Delirium. for any Check. Rage
Nausea/Vomiting Empathy
Each Viral point adds n to all Checks A character is constantly nauseated and will The affliction suppresses the functions of the
vomit whatever they attempt to eat or drink. frontal lobe and will cause a character to become
with Perception as a primary attribute Each point of Viral requires an additional irrational and full of blinding rage, gradually
and will not allow any Pb to be claimed day’s worth of Food or the character begins forgetting ties such as kinship or friendship.
for any other checks. This will also to starve. The lack of nutrition will sap the
decrease party Morale by 1 per Viral for energy of a character, so all Skill Checks EachViral point adds n to all Skill Checks
any Formation they lead or are a part of with Strength as a primary attribute have
as their ability to accurately perceive the with Empathy as a primary attribute and
n or n perViral point to any dice pools

built. Intravenous nutrition solutions and

184 – Opponents

will not allow any Eb to be claimed for irritation, severity and appearance. Some are by 1 per + . Antiseptic medicine and
any other Checks.This will also reduce unsightly, but benign others are excruciatingly
the Morale of any Formation the character painful and have the same effect as Pain. {Advanced Medicine%}, {First
is part of by 1 per Viral due to their Septic
irrational, uncontrolled behavior. Each period of Time, characters take Aid%} can also contribute + to prevent
Rash
An inflammatory response manifesting on the 1 per Viral point and any E for this damage.
epidermis that varies tremendously in level of Stiffness
‘Unsanitary’ to a maximum of 5 . A See Convulsions/Cramps/Stiffness.

{Toughness%} will reduce this damage

Custom Viruses

A Gamemaster can use a virus of their EVOLVING USING VIRAL POINTS with known records. Even the most
own design. Based on the symptoms, a stealthy of viruses will eventually manifest
Virus may have more or less of an ability When determining your fictional disease’s in some noticeable symptom.
to spread and may make it more difficult properties, a GM must determine two things: BaseViral cost per Symptom: 5Viral
to identify and treat. If any Symptom is Adjust the cost by checking the below.
chosen, it will alter how manyViral points nn What Symptoms the disease has Symptom Manifestation - Cost Mod.
will be available to spend on Upgrades for nn When do the symptoms manifest Character Viral 1: 5 Viral to evolve
Succumbed infected victims. The chart provided here will allow a GM (immediate turning, basically)
to price out how much CharacterViral it Character Viral 2: 4 Viral to evolve
VIRAL POTENCY requires in order to select it. More visible Character Viral 3: 3 Viral to evolve
symptoms will cost much lessViral points Character Viral 4: +2 Viral to evolve
When determining the overall potency to evolve the properties of theVirus. Character Viral 5: +1 Viral to evolve
of your “Strain”, begin with a Viral rating A virus Strain stabilizes typically atViral 0 Character Viral 6: +0 Viral to evolve
of 1-10 (or more, if you’re wicked).The and most established ones have a starting Character Viral 7: -1 Viral to evolve
higher the Viral rating, the more deadly Viral rating, which indicates how evolved Character Viral 8: -2 Viral to evolve
and potent the Strain is. A Strain will use the strain is.A higher number means that it Character Viral 9: -3 Viral to evolve
its Viral points as a “point buy” system is highly unstable and still rapidly changing, Character Viral 10: -4 Viral to evolve
much the same way a character uses their but vulnerable to treatments. A low Viral CharacterViral 11+: -5Viral to evolve
Gestalt Levels. The GM can use Viral total indicates a more stable virus with all Nature of Symptom
points to customize their Strain as a player the mutations it is likely to make already Lethal: This symptom is deadly if not
customizes their character. in place.This makes it more predictable,
but harder to treat. The nature of the treated within 620 after manifesting.
Note that these areViral points as they relate Symptoms a GM assigns to it will alter
to the GM and their creation of their custom the starting Viral total of a virus. Indicate this in the entry with a (*) by the
Viral Strain.These are somewhat different A Strain will use its Viral points the same name. +3Viral
than the ones accumulated by a character,as way a character uses their Gestalt Levels. Overt: Hemorrhaging blood vessels,
a GM can decide to useViral points characters The GM can freely spend Viral points bloody coughs, convulsions, etc. -3 Viral
have during gameplay in exactly the same way to customize their Strain as a player to evolve.
as they can when theVirus is being constructed customizes their character. Once the Subtle: Skin lesions or discoloration,
as part of the Outbreak Scenario… although Viral total reaches 0, the virus stabilizes purely cosmetic symptoms or mild ill-
doing this drastically reduces the diagnostic and cannot evolve any further. nesses. +2 Viral to evolve.
potential of the virus and it becomes more or Advanced Testing Required: Only
less like Risk,another resource a GM can use Note: Global Strain upgrades after the ini- detectable via some medical test, either
against a particular player. tial outbreak typically have an enormous ad-hoc or established protocol. No other
It is recommended for first-time GMs of outward signs. +3 Viral to evolve.
Outbreak: Undead.. to simply use a point- W cost to them as well.
buy system for a universal disease that Opponents – 185
is prominently featured in your scenario SYMPTOM VISIBILITIES
and simply have symptoms manifest once
characters reach certainViral totals. Using If the Virus would go undetected to all
Viral points that characters gain asViral to casual observers, it has fewer Viral to
customize a Strain instead of as an indicator spend on further upgrades, but it spreads
as to when symptoms manifest will make much more readily because it is hard to
for a much more unpredictable and chaotic detect.The most dangerous strain of these
scenario. would require a sophisticated scan, blood
test/spinal tap/etc and not just observed
symptoms that can be cross-referenced

Chapter 7

THE STRONGHOLD
GUIDEhe gate screeches open, the survi-
vors cautiously enter as they feel outsiders’.The sun and the infected beat
down on the survivors; but here, a hun-
Tdozens of eyes scrutinizing their dred dangers await.
every move, their gait and what they do
with their hands. After having traveled for Welcome to Stronghold. It’s a place
almost a hundred miles, the small party where civilization can (perhaps) once
of survivors look forward to a taste of again thrive and spread. It can also be an
what awaits them at their journey’s end. incubator for the worst excesses of human
Until then, they’ll have to barter with nature; once kept in check by the social
unscrupulous men, keep vigilance over mores and the threat of punishment. Ulti-
their safety by reading through the hon- mately, what role a dedicated Stronghold
eyed words of liars looking to scam ‘the plays in your outbreak scenario

What Is A Stronghold

The Stronghold has always been a central across all players, or it can be given to a single
feature of Outbreak: Undead.. However it player and be rotated among players.
has always been just a place for survivors to
live and for generic supplies to be dropped SCAVENGING VS.
off to maintain a population and to allow a STRONGHOLD
store of gear to be purchased. In this version
of the game,The Stronghold has taken on a Some may plan to survive by feeding off of
whole new significance and it can develop a the corpse of civilization and scavenging until
personality all its own. It also has its own stat there is nothing left.This is a short term goal,
line. For all these reasons,The Stronghold and for the scope of most games of Outbreak:
can be considered its own character.This is Undead.. a sufficient means of survival, but it
why we recommend that if you wish to truly is a strategy that by its very nature will have
delve into Stronghold development, that diminishing returns.Those wishing to play
the operations of a Stronghold be given to a very long campaigns may want to invest in the
dedicated player who wishes to take on the creation of or joining up with a Stronghold.
role. It takes a special kind of player to enjoy Suffice to say that existence in a Stronghold
resource management and allocation style does not mean characters have to pick and
games, since being good at this and taking scrape the ruins of buildings for what they
enjoyment out of it will greatly benefit all need to survive; instead, they are able to
players by increasing the kinds of gear that create useful industries on their own to allow
are available to characters and to guide a the production of supplies and food.
community to prosperity amidst the chaos These two options provide good frameworks
of the zombie outbreak.This role (whether for how the campaign is approached. A
by a player deliberately taking the role or Stronghold is a longer affair, possibly with
the GM taking it upon themselves as part of an overarching storyline and a narrative built
their scenario construction) will be called the upon the drama of the characters the players
Stronghold Overseer, abbreviated SO or just are invested in emotionally. Scavenging means
Overseer if anything applies them specifically. that a character (and by association the player)
This chapter is meant to be a guide for a is not as concerned with rebuilding civilization
Stronghold Overseer, someone who revels as just getting from one safe area to the next
in the details of managing the dwindling and finding needed supplies on the way. It’s a
resources of a community and directing the faster and less emotionally invested means of
efforts of the player characters to undertake scenario construction and a great way to run
new industries.This role can be aggregated

more casual games with a revolving door of who will often develop their own Stronghold a Stronghold for others in the same and
characters for players to use as theirs suffer by which players can join and operate out following sessions.AnAction Ranger (or any
grisly ends. Be sure to coordinate with your of for the duration of their gaming sessions. Overseer) can use this as an effort to recruit
Gamemaster about the type of Campaign In this way, a Stronghold will have a built-in new players, as players that have characters
they are expecting to run, and if Strongholds Overseer role and players contributing to the operating out of the Stronghold will get more
will be a viable factor to delve into. growth of the Stronghold may be rewarded people to develop it, benefiting all players.
with an expanded catalog of items they can The Stronghold can develop and grow during
STRONGHOLD OVERSEER make purchases from. Similarly, a group a season of organized play and the results of
AND ORGANIZED PLAY of players that bring trouble can ruin the a Stronghold’s efforts can be reported to
Stronghold, and while it’s important that Hunters Books to be made part of anAnnual,
It is often that organized play events will have out of game issues should not intrude into which allows others to replay your season’s
an Action Ranger (the designated title of an in-game reality, the result of reckless events, and feature notable player characters
runners of organized Pandemic Play events) or unlucky players can wreak havoc on as NPCs.

The Stronghold

The attitudes and industry of a Stronghold The Core Attributes are Structure, Science, A SENSE OF SCALE
can greatly benefit even multiple parties of Culture,Viability, and Morale.
characters, but just like any social organism, A Stronghold also has a PopulationValue that The numbers provided here in order to
it must be maintained and supported to is in very many ways like anAttribute, but it determine Stronghold Attributes are only
continue productivity and avoid the pitfalls is more of a resource to see how productive functional to a certain scale.Accounting for
of social decay.The social organism can turn your Stronghold could be and their demands a huge population, the individual strengths
on characters that abuse or neglect them, on leadership and material resources of a character or NPC will be unlikely to
a demagogue can wrest control from the and unlike other Stronghold Attributes, have a significant impact on what would be
characters and conflicting ideologies can rip Population can vary wildly in scale based on considered a Stronghold Attribute.These
the society apart. It can become as much an the Outbreak Scenario. are just guidelines for characters who run,
intriguing and helpful element of Outbreak: or who are a part of, a small community
Undead.. as battling hordes of zombies.This STRONGHOLD ATTRIBUTE where people are largely on a first name
is because the Stronghold is a microcosm of CHECK basis or where everyone in the stronghold
the kind of society that will rise from the at least knows everyone by reputation at
ashes of the previous, fallen civilization.And Occasionally, a feature will require that a the absolute least.
with that in mind, the destiny of generations check be made on behalf of the Stronghold.
will be in the hands of the characters during These are made withAttributes just like skill STRONGHOLD ATTRIBUTE
these troubled times. checks for characters. Rolling equal to or LEVEL
Characters can establish a Stronghold as a under the Attribute will count as a success,
base of communal operation.This area will A Stronghold has certain passive abilities
be relatively more secure and safe than the applying the results of + as needed. that a character can take advantage of or
surrounding area.A Stronghold can also be assume some benefit based on the Level
upgraded to have new features. of a Stronghold’s Attribute.The Level is
Any base Stronghold will have the same equal to the tens digit of the Attribute,
establishment Mission; however, the GM like the bonus of Character Attributes.The
can and should alter the parameters as they level descriptions will be in sidebars like
feel appropriate to the scenario and the this for quick reference and can be used
specifics of the Location.Typically this is independent of any upgrades or additional
accomplished by either inflicting damage to stronghold rules.
hostile inhabitants to drive them out, using This is especially important for GMs or
Diplomacy to convince them to let you join, players who have no interest in explor-
doing assorted repairs and fortifications or ing the minutiae of Stronghold upkeep or
some combination of the three. management but still want to make Strong-
holds an important part of their game.
STRONGHOLD ATTRIBUTES

Just like a character, a stronghold will have its
own set of Core Attributes.These measure
not only the physical makeup of the location
itself, but the zeitgeist of the population that
takes residence in it.

Strongholds – 187

(Structure = Base Location Structure + Features + Upgrades)

STRUCTURE Features that Modify Structure Structure Attribute Level
The following are material features that Lv. 0 - (Structure 0-9)
A Stronghold’s Structure is the same as can add to a Location’s Structure.There No tangible benefit can be gained from this
any Location’s Structure, along with the are specific features that are part of the Stronghold due to Structure. It is either
bonus for being “Secured” and any addi- Stronghold as-is.There are many upgrades too decrepit or it is too exposed to the
tional Stronghold Upgrades. It is a measure that increase Structure as well. elements and potential attackers.
of how difficult it is to find a way into it. Feature: Structure Modifications Lv. 1 - (Structure 10-19)
High walls, moats, fences, locked doors, Floors/Levels: +5 per floor other than the A character can expect…
windows etc are all a way to measure what ground floor (max +30) The Stronghold to be a mobile home, an
sort of defensibility a Stronghold has. Perimeter Fence, Chain: +10 undefended suburban house, a storefront
Perimeter Fence, High: +2-3 x Material with large windows. A location with 5 or
STRUCTURE DOES THE FOLLOWING: Durability more points of entry, a stationary automo-
Perimeter Fence, Low: +1-2 x Material bile used as temporary shelter.
Increase the Risk (W) cost of any oppo- Durability
Perimeter Wall, High: +2-3 x Material Penalty for Short Rest is reduced by E1.
nent deployed within the Stronghold by Durability
Perimeter Wall, Low: +1-2 x Material Lv. 2 - (Structure 20-29)
W1 per Structure Bonus. Durability A character can expect...
-2 per Exterior Door on Ground Floor Any location with Structure Lv.1 that has
So a Location with Structure: 35 will -3 per unbarred, ungated ExteriorWindow security features such as barred windows
on Ground Floor or heavy doors. A location with no more
add W3 to the Risk cost. -1 per ExteriorWindow or Door on other than 4 points of entry
Floors/Levels
Add n per Structure Bonus to Oppo- Penalty for any Rest is reduced by E1.

nents attempting a Breach check into the Lv. 3 - (Structure 30-39)
Stronghold during an Encounter. Specific A character can expect...
points of entry can be reinforced further A location that has an all encompassing

and have a greater n penalty to Breach

checks. Likewise, some opponents (like
ones that fly) would be able to ignore

fences but not roofs and walls, so the n

wouldn’t apply to {Encounter%} made
to be deployed outside.
Serve as an indicator as to how difficult or
necessary certain Stronghold upgrades are.
Namely those that involve defensive posi-
tions, security systems, and fortifications.

188 – Strongholds

fence or high walls. A location with no Any Encounter% made within or in close {Encounter%} cannot be made within
more than 3 points of entry proximity to the Stronghold will have the Stronghold itself
Encounter% in the proximity of the
Penalty for any Rest is reduced by E2 nn
Stronghold will have n n n
Lv. 4 - (Structure 40-49) Lv. 8 - (Structure 80-89)
A character can expect… A character can expect.. A Long Rest will allow the restoration of
Any location with Structure Lv. 3 that This level of Structure is only attainable for
can be barricaded or locked down but locations that are ‘Strongholds’.They are J in addition to any Natural Healing that
un-alerted. All windows are out of reach as defensible as Structure Lv. 7, but with
by normal means and all doors are capable the added benefit of human attention and is allowed.
of being barricaded. A location with no regular maintenance.With high enough Properties
more than 2 main points of entry Science, this will have the benefit of secu-
rity systems like cameras, electronic locks Structure can have many specific Proper-
Penalty for any Rest is reduced by E3 and alarms. ties that will impact it.They will not always
Full protection form the elements with a apply to certain opponents or situations,
Lv. 5 - (Structure 50-59) though a GM can have all upgrades apply to
A character can expect... full reduction in E for any kind of Rest. all situations, even if it does not normally.
Any location that is Structure Lv. 4 that Barricade
includes an elaborate method of entry Any {Encounter%} made within or in Any feature that has a “Barricade” is rein-
such as a security access to open physical close proximity to the Stronghold will forced beyond its normal Structure. It will
barriers or even a moat.This also includes not increase the Structure rating, however.
buildings on stilts, houseboats and other have n n It will instead provide a Defense against
locations that can make normal entry Breach checks being made against the fea-
extremely difficult, even for the living. A Lv. 9 - (Structure 90-99) ture. Barricade will have a number after
location with only a single main point of A character can expect… the entry (i.e. Barricade: 2, Barricade: 4).
entry will also qualify. This level of Structure is only attainable
for locations that are ‘Strongholds’.They Each point will discount 1 + in a Breach
Penalty for any Rest is reduced by E3. are as defensible as Structure Lv. 8, but
with the added benefit of human atten- check made against the feature. Once any
Any {Encounter%} made within or in tion and regular maintenance.With high Breach check is successful against a Barri-
close proximity to the Stronghold will enough Science, this will have the benefit cade, the Barricade is destroyed and the
of security systems like cameras, electronic feature is compromised, reducing Struc-
have n locks and alarms. It will also likely feature ture by an amount appropriate to the kind
armories with plenty of weapons and raw of Feature.
Lv. 6 - (Structure 60-69) materials to repair damage Locks: This counts as a Barricade: 1 or
A character can expect... ore at the point of entry. Barricade ratings
Literally a fortress. Any location where Full E reduction for any kind of Rest higher than 1 indicate more sophisticated
your primary concern is long term sur- and secure locks. Possessing the key will
vivability.This is the highest level of Struc- {Encounter%} cannot be made within obviously negate this additional Barricade
ture Level that an undefended structure the Stronghold itself rating.
can have. All {Encounter%} in the proximity of
Barbed Wire: This will add n to all
Penalty for any Rest is reduced by E4. the Stronghold will have n n n
Breach checks made by undead opponents
{Encounter%} made within or in close Lv. 10 - (Structure 100+) attempting to cross it to be deployed in
A character can expect... an Encounter with characters within the
proximity to the Stronghold will have n This level of Structure is a bunker designed Stronghold. Living opponents will instead
for sieges.With high enough Science, this
Lv. 7 - (Structure 70-79) will have the benefit of security systems add n n .
A character can expect... like cameras, electronic locks and alarms. Razor Wire: This will add n to all
This level of Structure is only attainable for It will also likely feature armories with
locations that are ‘Strongholds’.They are plenty of weapons and raw materials to Breach checks made by undead opponents
as defensible as Structure Lv. 6, but with repair damage. It may also be in an exotic attempting to cross it to be deployed in
the added benefit of human attention and and unreachable destination save for the an Encounter with characters within the
regular maintenance few points of entry or special vehicles Stronghold. Living opponents will instead
designed to transport personnel (submers-
Penalty for any Rest is reduced by E4. ible, tram, helicopter, etc.) add n n n .

Full E reduction for any kind of Rest

Strongholds – 189

SCIENCE Upgrades/Features A largely literate population
Infirmary: +5 At least one cottage industry that provides
Science is a population’s inquisitiveness Laboratory: +5 a useful consumer good or material exists
and ability to manufacture or maintain Workshop: +5 Lv. 4 - (Science 40-49)
equipment. It’s not just a measure of A character can expect...
industry but a measure of the collective Science Attribute Level To remove 3 DP from any Kit that has a
population’s desire to explore and Lv. 0 - (Science 0-9) Green icon using the facilities
utilize resources towards research and No tangible benefit can be gained from this Repair damaged gear by removing up to 2
education as opposed to merely surviving. Stronghold due to Science. points of Durability damage so long as the
A Stronghold neglecting Science will Lv. 1 - (Science 10-19) original Durability is not greater than 3
be perfectly content simply existing or A character can expect... To have +1 to the Natural Healing rate
being without intellectual curiosity or To remove a DP from any “Tool” using the done at the Stronghold and can remove
technological know-how. It is entirely facilities
possible for characters to inhabit a Lv. 2 - (Science 20-29) an additional n with “Heal”
Stronghold that is filled with scientific A character can expect...
tools but can have low Science due to their To remove DP from any “Tool” using the The Stronghold to feature up-to date
lack of desire to utilize them. facilities reading and research material as well as
Repair damaged gear by removing up to 1 historical records
SCIENCE DOES THE FOLLOWING: point of Durability damage so long as the An overwhelmingly literate population
original Durability is not greater than 2 At least two cottage industries that provide
Allow for 1 Population per Science Level The Stronghold to have some basic a useful consumer good or material exists
to count as an additional Mobilized work research material on established scientific The Stronghold to have running water
Force. principles and decent historical records Lv. 5. - (Science 50-59)
Can grant access to an expanded set of Lv. 3 - (Science 30-39) A character can expect...
more complex goods to Strongholds that A character can expect... To remove 3 DP from any Kit that has a
maintain a sufficient Stronghold Economy. To remove 2 DP from any Kit that has a Green icon using the facilities
Serve as an indicator as to how difficult Green Icon using the facilities To remove 1 DP from any gear with an
or necessary certain Stronghold upgrades Repair damaged gear by removing up to 2 Orange icon using the facilities
are. Namely those that involve research, points of Durability damage so long as the Repair damaged or broken gear by remov-
labs, machine shops, medical facilities original Durability is not greater than 2 ing up to 3 points of Durability damage
and schools. This can also be used for To have +1 to the Natural Healing rate so long as the original Durability is not
complementary Missions normally done at the Stronghold greater than 3
associated withViability. The Stronghold to feature up-to date To have +1 to the Natural Healing rate
Character Trait Science Modification reading and research material as well as done at the Stronghold and can remove
Advanced Cardiac Life Support: +3 per historical records
Tier an additional n n with “Heal”
Autodidact: +1 per Tier
Basic First Aid Training: +2 per Tier The Stronghold to feature up-to date
Clinical Skills: +3 per Tier reading and research material as well as
Contractor: +3 per Tier historical records
Craftsman: +3 per Tier
Efficient: +1 per Tier
Electrical Engineering: +3 per Tier

Engineer: +3 per Tier

Jury Rig: +1 per Tier

Research: +1 per Tier

Surgical Skills: +3 per Tier (Science = Traits + Upgrades)
Training (Kit/Tools): +2 per Tier

190 – Strongholds

An overwhelmingly literate and generally reading and research material as well as a icon using the facilities
well skilled population thorough historical records from multiple Repair damaged or broken gear by remov-
At least three cottage industries that pro- perspectives ing all Durability damage
vide a useful consumer good or material. A completely literate and well skilled pop- To have +3 to the Natural Healing rate
The Stronghold to have running water ulation done at the Stronghold and can remove an
Lv. 6. - (Science 60-69) At least four cottage industries that pro-
A character can expect... vide a useful consumer good or material additional n n n with “Heal”
To remove 4 DP from any Kit that has a exists
Green icon using the facilities The Stronghold to have running water and The Stronghold to feature up-to date
To remove 2 DP from any gear with an electricity reading and research material as well as a
Orange icon using the facilities Lv. 8 - (Science 80-89) thorough historical records from multiple
Repair damaged or broken gear by remov- A character can expect... perspectives
ing up to 3 points of Durability damage To remove all DP from any Kit that has a A completely literate and well skilled pop-
so long as the original Durability is not Green icon using the facilities ulation
greater than 4 To remove 4 DP from any gear with an At least five cottage industries that provide
To have +2 to the Natural Healing rate Orange icon using the facilities a useful consumer good or materials exist
done at the Stronghold and can remove To remove 2 DP from any gear with a Red One major industry exists, potentially as
icon using the facilities part of a municipality
an additional n n with “Heal” Repair damaged or broken gear by remov- The Stronghold to have running water and
ing up to 3 points of Durability damage electricity
The Stronghold to feature up-to date read- so long as the original Durability is not The Stronghold can synthesize various
ing and research material as well as a well greater than 5 chemicals and refine substances at its
rounded historical records from multiple facilities
perspectives Lv. 10 - (Science 100+)

A completely literate and well skilled pop- To have +2 to the Natural Healing rate A character can expect...
ulation done at the Stronghold and can remove an To remove all DP from any Gear charac-
At least three cottage industries that pro- ters carry using the facilities
vide a useful consumer good or material additional n n n with “Heal” Repair damaged or broken gear by remov-
exists ing all Durability damage
The Stronghold to have running water and The Stronghold to feature up-to date To have +4 to the Natural Healing rate
electricity reading and research material as well as a done at the Stronghold and can make any
Lv. 7 - (Science 70-79) thorough historical records from multiple “Heal” into “Heal (All)”
perspectives
A completely literate and well skilled pop-
ulation

A character can expect... At least five cottage industries that provide The Stronghold to feature cutting edge
To remove 5 DP from any Kit that has a a useful consumer good or materials exist reading and research material as well as a
Green icon using the facilities The Stronghold to have running water and thorough historical records from multiple
To remove 3 DP from any gear with an electricity perspectives
Orange icon using the facilities The Stronghold can synthesize various A completely literate and highly skilled
To remove 1 DP from any gear with a Red chemicals and refine substances at its population
icon using the facilities facilities At least five cottage industries that provide
Repair damaged or broken gear by remov- Lv. 9 - (Science 90-99) a useful consumer good or materials exists
ing up to 3 points of Durability damage A character can expect... Two to three major industries exist, poten-
so long as the original Durability is not To remove all DP from any Kit that has a tially as part of a municipality
greater than 5 Green icon using the facilities The Stronghold to have running water and
To have +2 to the Natural Healing rate To remove 5 DP from any gear with an electricity
done at the Stronghold and can remove an Orange icon using the facilities The Stronghold can synthesize various
To remove 3 DP from any gear with a Red chemicals and refine substances at its
additional n n n with “Heal” facilities

The Stronghold to feature up-to date

Strongholds – 191

CULTURE Upgrades/Features Lv. 2 - (Culture 20-29)
Sanctuary: +5 A character can expect…
Culture is a measure of a Stronghold’s Kitchen: +5 The Stronghold accommodations to be
civil nature. Culture is what measures that Library: +5 habitable but are still best described as
which elevates humans to be beyond the austere
mere physical needs of living in the form Culture Attribute Level Up to 9 Subcultures operate as wholly
of arts, civil discourse, religion, politics, Lv. 0 - (Culture 0-9) autonomous factions that vie for control of
and philosophy.A Stronghold that neglects A character can expect… the Stronghold against each other. Remain-
Culture risks having their population see all The Stronghold accommodations to be ing subcultures are insular, but otherwise
things, even people, in terms of pragmatic, barely tolerable and have more than a few harmless
utilitarian usefulness with no concern to things in common with a literal prison cell 4 Subcultures are 5th column and actively
human dignity, or entertain the concept All subcultures in a Stronghold (and there work against what passes for government
of inalienable rights or objective standards will be many) operate as wholly autono- in this Stronghold
of stewardship, truth or beauty.This is a mous factions that vie for control of the To be treated with passive acceptance as
reflection of the Stronghold’s character. Stronghold against each other. an outsider
A party of characters and Population can To be treated with suspicion and hostility A centralized government that is an exten-
hole up in a library, cathedral or a museum as an outsider sion of the general attitudes and acrimony
and lack the sufficient appreciation of what Practical anarchy rules the Stronghold that the various subcultures have with each
they have access to if the Stronghold has Lv. 1 - (Culture 10-19) other
low Culture. A character can expect... Law is only slightly divergent from being
The Stronghold accommodations to have merely the naked will of the subculture
CULTURE DOES THE FOLLOWING: some creature comforts but they are inci- in charge
dental to whatever the Stronghold was Lv. 3 - (Culture - 31-39)
Reduce total Governance by 1 per Culture before as opposed to it being a deliberate A character can expect…
Bonus (So a Culture: 24 will reduce effort to make it comfortable The Stronghold accommodations to have
Governance by 2). Up to 10 Subcultures operate as wholly at least some effort made into making it
autonomous factions that vie for control of comfortable
Provide a bonus of +G1 per Culture the Stronghold against each other. Remain- Up to 8 Subcultures operate as wholly
ing subcultures are insular, but otherwise autonomous factions that vie for control of
Bonus when bringing something to harmless the Stronghold against each other. Remain-
market (So a Culture: 32 will provide an 5 Subcultures are 5th column and actively ing subcultures are insular, but otherwise
work against what passes for government harmless
additional G3). in this Stronghold 3 Subcultures are 5th column and actively
To be treated with general indifference as work against what passes for government
Serve as an indicator as to how difficult or an outsider in this Stronghold
necessary certain Stronghold upgrades are. A centralized government that is tenuous, Belonging to a subculture will allow a
Namely those that involve higher studies at best. It will largely be an extension of
such as philosophy, religion and art but also the most dominant subculture character to restore J1 when making
politics and judicial systems as well. A crude parody of due process is enacted
Character Trait Culture Modification to acts as a smokescreen to cover for the a Long Rest
Artist: +3 per Tier enforcement of the specific interests of the To be treated politely, but guarded as an
Bookworm: +3 per Tier dominant subculture. It is safe to assume outsider
Charisma: +1 per Tier that a character will not get a fair trial if A centralized government that is barely
Civilian: +1 per Tier acting against the interests of the domi- functional
Culinary Arts: +3 per Tier nant subculture, but will often be granted Law to be only slightly divergent from
Custodian: +2 per Tier leniency if they are acting in the interests being merely the naked will of the sub-
Honor: +3 per Tier of the dominant subculture. culture in charge
Language: +3 per Tier A common currency circulates in the
Research: +1 per Tier Stronghold
Salesmanship: +2 per Tier
Teacher: +3 per Tier
Therapist/Social Worker: +3 per Tier
Volunteer: +1 per Tier

192 – Strongholds

Lv. 4 - (Culture 40-49) The Stronghold accommodations to range comforts provided and (to those who can
A character can expect… from comfortable to nice, with some nota- afford it) a small selection of luxuries.
The Stronghold accommodations to be ble efforts made to improve quality of life Up to 5 Subcultures operate as wholly
comfortable with a couple creature com- Up to 6 Subcultures operate as wholly autonomous factions that vie for con-
forts for good measure autonomous factions that vie for con- trol of the Stronghold against each other.
Up to 7 Subcultures operate as wholly trol of the Stronghold against each other. Remaining subcultures are loyally insular,
autonomous factions that vie for con- Remaining subcultures are loyally insular, but otherwise harmless.
trol of the Stronghold against each other. but otherwise harmless. 2 Subcultures are 5th column and actively
Remaining subcultures are loyally insular, 3 Subcultures are 5th column and actively work against the government in this
but otherwise harmless work against the government in this Stronghold.
3 Subcultures are 5th column and actively Stronghold. Belonging to a subculture will allow a
work against the government in this Belonging to a subculture will allow a
Stronghold character to restore J2 when making a
Belonging to a subculture will allow a character to restore J1 when making a
Long Rest.
character to restore J1 when making Long Rest. To be treated politely, as an outsider.
To be treated politely, as an outsider. A centralized government that is totally
a Long Rest A centralized government that is account- accountable to either the population or the
To be treated politely, but with guarded able to either the population or the creed creed that gives the moral framework to
attitudes as an outsider that gives the moral framework to the the Stronghold’s government.
A centralized government that is at least Stronghold’s government. Laws are fair.
partially accountable to either the popu- Laws are pretty fair. A common currency circulates in the
lation or the creed that gives the moral A common currency circulates in the Stronghold
framework to the Stronghold’s govern- Stronghold. That there is an appreciation for art and
ment. That there is an appreciation for art and music and characters with such skills can
Laws to be generally fair. music and characters with such skills can
A common currency circulates in the use 6 to create G for themselves
Stronghold use 6 to create G for themselves
Lv. 5 - (Culture 50-59) Lv. 7 - (Culture 70-79)
A character can expect… Lv. 6 - (Culture 60-69) A character can expect...
A character can expect... The Stronghold accommodations are very
The Stronghold accommodations, even at good with, even at the worst, access to
their worst, have some measure of creature ample reading materials and other enter-

(Culture = Traits + Upgrades)

Strongholds – 193

tainment options. Luxuries exist in tiers the Stronghold’s government Lv. 10 - (Culture 100+)
to the extent that most pastimes and vices Laws are quite fair, and friction between A character can expect…
will find an example of it for sale at a range citizens and subcultures are rare. Many The Stronghold accommodations are
of prices and qualities subcultures find common causes and work extremely cozy with what feels like gen-
Up to 4 Subcultures operate as wholly together erations of love and care put into them and
autonomous factions that vie for con- That there is an appreciation for art and even the most basic rooms are both com-
trol of the Stronghold against each other. music and characters with such skills can fortable and affordable. More expensive
Remaining subcultures are loyally insular, options are quite decadent.A wide variety
but otherwise harmless use 6 to create G for themselves. of entertainment options are readily avail-
2 Subcultures are 5th column and actively able of tastes from classics to contempo-
work against the government in this Lv. 9 - (Culture 90-99) rary and across multiple genres. Luxuries
Stronghold A character can expect… are extremely common
Belonging to a subculture will allow a The Stronghold accommodations are Some extremely decadent luxuries and
extremely cozy with what feels like gen- artistic industries exist, such as furriers,
character to restore J2 when making erations of love and care put into them.A jewelers, cosmetics manufacture and hos-
wide variety of entertainment options are pitality services
a Long Rest readily available of tastes from classics to Up to 2 Subcultures operate as wholly
To be treated politely, as an outsider contemporary and across multiple genres. autonomous factions that vie for con-
A centralized government that is totally Luxuries are very common trol of the Stronghold against each other.
accountable to either the population or the Some extremely decadent luxuries and Remaining subcultures are loyally insular,
creed that gives the moral framework to industries exist, such as cosmetics manu- but otherwise harmless
the Stronghold’s government facture and hospitality services 1 Subculture is 5th column and actively
Laws are quite fair, and friction between Up to 2 Subcultures operate as wholly work against the government of the
citizens and subcultures are rare autonomous factions that vie for con- Stronghold, although the motives are
A common currency circulates in the trol of the Stronghold against each other. transparently deranged
Stronghold Remaining subcultures are loyally insular, Belonging to a subculture will allow a
That there is an appreciation for art and but otherwise harmless
music and characters with such skills can One Subculture is 5th column and actively character to restore J3 when making
work against the government of the
use 6 to create G for themselves Stronghold a Long Rest
Belonging to a subculture will allow a To be treated politely, as an outsider
Lv. 8 - (Culture 80-89) A centralized government that is totally
A character can expect... character to restore J3 when making accountable to either the population or the
The Stronghold accommodations are very creed that gives the moral framework to
comfortable. A wide variety of entertain- a Long Rest the Stronghold’s government
ment options are readily available of tastes To be treated politely, as an outsider Laws are very fair, but friction between
from classics to contemporary and across A centralized government that is totally citizens and subcultures is practically non-
multiple genres. Luxuries are common accountable to either the population or the existent
Up to 3 Subcultures operate as wholly creed that gives the moral framework to A common currency circulates in the
autonomous factions that vie for con- the Stronghold’s government Stronghold
trol of the Stronghold against each other. Laws are quite fair, and friction between That there is an appreciation for art and
Remaining subcultures are loyally insular, citizens and subcultures are rare. Many music and characters with such skills can
but otherwise harmless subcultures find common causes and work
2 Subcultures are 5th column and actively together use 6 to create G for themselves
work against the government in this A common currency circulates in the
Stronghold Stronghold The Stronghold is home to irreplaceable
Belonging to a subculture will allow a That there is an appreciation for art and artifacts from antiquity, either taken from
music and characters with such skills can museums or the Stronghold’s original
character to restore J2 when making a structure was that of a museum or univer-
use 6 to create G for themselves sity.This includes truly priceless pieces of
Long Rest art or things of deep historical significance
To be treated politely, as an outsider The Stronghold is home to irreplaceable
A centralized government that is totally artifacts from antiquity, either taken from
accountable to either the population or the museums or the Stronghold’s original struc-
creed that gives the moral framework to ture was that of a museum or university

194 – Strongholds

VIABILITY hold and surrounding area is extremely additional effort to make it potable
harsh and totally unable to provide the The climate to be unpleasant parts of the
A Stronghold’s Viability is what deter- water and nutritional needs required for year.
mines how much effort it takes to make a human life.All food and water need to be The Stronghold to feature some hygienic
location able to sustain human life. Even transported in. measures. If Science is high enough to
the most hostile of climates have plants Lv. 1 (Viability 10-19) feature running water, indoor plumbing
and animals that have adapted to live in A character can expect… is likely a feature.
such regions but humans typically have to Strongholds with a maximum Popula- Small game and predators are common.
bring technological advancements to make tion Lv.1 will not suffer penalties or face Larger scale agriculture to be possible but
such places livable as opposed to adapting stresses from food or water related needs. with some efforts made for environmental
biologically.The higher the Viability, the A small amount of people (1-3) can protection, fertilization and irrigation
greater number of people a location can scavenge or hunt food nearby, but with Lv. 4 (Viability 40-19)
support without too much effort.Viabil- A character can expect…
ity is set by the Biome the Stronghold is tremendous effort (approximately 65 + Strongholds with a maximum Popula-
located in, and modified by the Location 1 per E). tion Lv.4 will not suffer penalties or face
used for the Stronghold. stresses from food or water related needs
(Viability = Biome + Location Water is available, but it takes extensive People (1-5) can scavenge or hunt food
+ Traits + Upgrades) means to extract it from its source or its nearby with some effort, (approximately
sources are very few and far between.
VIABILITY DOES THE FOLLOWING: The climate is unpleasant most of the year 62 + 1 per E)
and special gear is often required in order
Sustain 1 Population Lv. per Viability to survive there. Fresh water to be available and requires
Bonus without requiring Sustenance or Lv. 2 (Viability 20-29) minimal effort to make it potable.
{Survival%}, so Viability: 51 will allow A character can expect… The climate at this level can vary, so con-
for Lv.5 Population to be sustained. If the Strongholds with a maximum Popula- sult Biomes to see what is common.
Population is sustained in this way, then tion Lv.2 will not suffer penalties or face The Stronghold to feature some hygienic
characters at the Stronghold can assume stresses from food or water related needs. measures. If Science is high enough to
that their food and water needs can be A small amount of people (1-3) can feature running water, indoor plumbing
reasonably met. scavenge or hunt food nearby, but with is very likely a feature.
Serve as an indicator as to how difficult Small game and predators are common,
or necessary certain Stronghold upgrades tremendous effort (approximately 64 + larger game is uncommon.
are. Namely those that are of agriculture, 1 per E). Large scale agriculture is possible with a
horticulture, or ranching. few notable crops that are known features
Character TraitViability Modification Water is available, but it needs extensive of the growing region able to thrive.
Animal Handling: +1 per Tier means to make it potable. Lv. 5 (Viability 50-59)
Billy Goat: +1 per Tier The climate is harsh for parts of the year. A character can expect…
Culinary Arts: +2 per Tier The Stronghold to have some hygienic Strongholds with a maximum Popula-
Farmer/Rancher: +3 per Tier measures in place (outhouses, bathhouses). tion Lv.5 will not suffer penalties or face
Resourceful: +2 per Tier Small scale agriculture is possible but with stresses from food or water related needs.
Survival: +3 per Tier extreme efforts made for environmental Many people (1-6) can scavenge or hunt
Trapper/Hunter: +3 per Tier protection, fertilization and irrigation. food with some minor effort, (approxi-
Upgrades/Features Lv. 3 (Viability 30-39)
Hobby Farm: +5 - +10 A character can expect… mately 61 + 1 per E).
Kitchen: +5 Strongholds with a maximum Popula-
Well: +10 tion Lv.3 will not suffer penalties or face Fresh water to be readily available.
stresses from food or water related needs The climate at this level can vary, so con-
Viability Attribute Level A few people (1-4) can scavenge or hunt sult Biomes to see what is common.
Lv. 0 - (Viability 0-9) food nearby with some moderate effort, The Stronghold to feature a range of hygienic
A character can expect that the Strong- measures, featuring plumbing and some sani-
(approximately 63 + 1 per E)

Water to be available, but it needs some

Strongholds – 195

196 – Strongholds

tation possible via cleaning chemicals. Game animals are common as are some Fresh water to be readily available.
Game animals are common as are some larger apex predators. The climate at this level can vary, so con-
larger apex predators. Large scale agriculture is possible with sult Biomes to see what is common.
Large scale agriculture is possible with a several notable crops that are known fea- The Stronghold to feature extensive
few notable crops that are known features tures of the growing region able to thrive hygienic measures, featuring plumbing
of the growing region able to thrive and and many segments of the population can and sanitation.
some segments of the population can and and do maintain smaller hobby farms or Game animals are very common as are
do maintain smaller hobby farms or ranches. ranches. larger apex predators.
Lv. 6 (Viability 60-69) Specialized or medicinal plants grow in Large scale agriculture is possible with sev-
A character can expect... the wild. eral notable crops that are known features
Strongholds with a maximum Popula- Food is generally in abundance in the wild of the growing region able to thrive and
tion Lv.6 will not suffer penalties or face that can be preserved and stored for the many segments of the population can and
stresses from food or water related needs. off-season. do maintain smaller hobby farms or ranches.
Many people (1-7) can scavenge or hunt Lv. 8 (Viability 80-89) There is tremendous biodiversity that
food with some minor effort, (approxi- A character can expect… mean that most personal tastes or medic-
Strongholds with a maximum Popula- inal needs can be readily found or easily
mately 61 per E). tion Lv.8 will not suffer penalties or face transplanted and cultivated.
stresses from food or water related needs. Food is generally in abundance in the wild
Fresh water to be readily available. Several people (1-9) can scavenge or hunt that can be preserved and stored for the
The climate at this level can vary, so con- food with some minor effort, (approxi- off-season.
sult Biomes to see what is common. Lv. 10 (Viability 100+)
The Stronghold to feature a range of hygienic mately 61 per E). A character can expect…
measures, featuring plumbing and some sani- Strongholds to not suffer penalties or face
tation possible via cleaning chemicals. Fresh water to be readily available. stresses from food or water related needs.
Game animals are common as are some The climate at this level can vary, so con- Several people (1-10) can scavenge or hunt
larger apex predators. sult Biomes to see what is common. food with some minor effort, (approxi-
Large scale agriculture is possible with sev- The Stronghold to feature extensive
eral notable crops that are known features hygienic measures, featuring plumbing mately 61 per E).
of the growing region able to thrive and and sanitation.
some segments of the population can and Game animals are very common as are Fresh water to be readily available.
do maintain smaller hobby farms or ranches. larger apex predators. The climate at this level can vary, so con-
Specialized or medicinal plants grow in Large scale agriculture is possible with sev- sult Biomes to see what is common.
the wild. eral notable crops that are known features The Stronghold to feature extensive
Lv. 7 (Viability 70-79) of the growing region able to thrive and hygienic measures, featuring plumbing
A character can expect… many segments of the population can and and sanitation.
Strongholds with a maximum Popula- do maintain smaller hobby farms or ranches. Game animals are very common as are
tion Lv.7 will not suffer penalties or face Specialized or medicinal plants grow in larger apex predators.
stresses from food or water related needs. the wild. Large scale agriculture is possible with a
Many people (1-8) can scavenge or hunt Food is generally in abundance in the wild tremendous range of notable crops that are
food with some minor effort, (approxi- that can be preserved and stored for the known features of the growing region are
off-season. able to thrive and many segments of the
mately 61 per E). Lv. 9 (Viability 90-99) population can and do maintain smaller
A character can expect… hobby farms or ranches.
Fresh water to be readily available. Strongholds with a maximum Popula- There is tremendous biodiversity that
The climate at this level can vary, so con- tion Lv.9 will not suffer penalties or face mean that most personal tastes or medic-
sult Biomes to see what is common. stresses from food or water related needs. inal needs can be readily found or easily
The Stronghold to feature extensive hygienic Several people (1-10) can scavenge or hunt transplanted and cultivated.
measures, featuring plumbing and some sani- food with some minor effort, (approxi- Food is in abundance in the wild that can
tation possible via cleaning chemicals. be preserved and stored for the off-season.
mately 61 per E).

Strongholds – 197

MORALE Lv. 1 - (Morale 10-19) A general friendly attitude with cautious
Characters can expect… optimism towards strangers
This is a measure of a Stronghold Popula- A general feeling of dread. Decorations, if Laborers work with tremendous care and
tion’s spirit. It is that flicker of hope that any, are sterile and austere and celebrations form professional societies for quality
things may be better coupled with the are nonexistent control (which can be a Subculture, as
feeling that they are able to make positive Laborers to be grim and leaders to be described in Culture)
changes towards such a goal. Unrest will thankless or hated To have a reduction in Governance by 5
reduce Morale and may require a heavy To have a reduction in Governance by 1 To have a bonus to starting party Morale
hand or a tremendous civic undertaking in To have a bonus to starting party Morale
order to manage the increasingly desperate of J5
and restless survivors. of J1
The base Morale for a Stronghold is equal Lv. 6. - (Morale 60-69)
to the combined total of the Morale scores Lv. 2 - (Morale 20-29) Characters can expect…
of the individual characters that make it up Characters can expect... A general welcoming attitude
as they join the Stronghold. A general lack of caring in the affairs of Laborers see their work as an extension of
others but some emotional ties that run themselves and have the utmost serious-
MORALE WILL DO THE FOLLOWING: along familial or professional lines.There ness to what it is that they do
are no public celebrations To have a reduction in Governance by 6
nn Reduce Governance by 1 per Morale Laborers to have thankless jobs but may To have a bonus to starting party Morale
Bonus. So Morale: 62 would reduce have satisfying personal lives
Governance by 6. To have a reduction in Governance by 2 of J6
To have a bonus to starting party Morale
nn Allow 1 Population per Morale Level Lv. 7 - (Morale 70-79)
to count as +1 MobilizedWorkforce. of J2 Characters can expect…
A welcome atmosphere
nn The Morale Bonus can be used to Lv. 3 - (Morale 30-39) Laborers are self-starting and embrace
substitute the Morale score of any Characters can expect… their work with passion
character or formation that is a part A general ambivalence towards others To have a reduction in Governance by 7
of the Stronghold and is undertaking Laborers work with a purpose and with To have a bonus to starting party Morale
Missions on the Stronghold’s behalf. pride
To have a reduction in Governance by 3 of J7
nn Serve as a threshold for undertaking To have a bonus to starting party Morale
Missions that require large amounts Lv. 8 - (Morale 80-89)
of resources and manpower in order of J3 Characters can expect…
to accomplish. A very welcoming atmosphere and the
Morale Attribute Level Lv. 4 - (Morale 40-49) monotony of survival is broken occasion-
Characters can expect… ally by festivities
Lv. 0 - (Morale 0-9) A friendly disposition, but guarded Laborers have formed their own subcul-
Characters can expect a tremendous pall towards strangers ture along industry lines (see “Culture
of despair and fear to hang over everyday Laborers are glad to help and work with Level”) but work towards the general
life.There are deep rivalries between any tremendous pride welfare of the Stronghold
subcultures that may exist, depending on To have a reduction in Governance by 4 To have a reduction in Governance by 8
how low the Culture is, this competition To have a bonus to starting party Morale To have a bonus to starting party Morale
could be violent.
of J4 of J8
Note: This can also indicate that the
Stronghold isn’t much of a Stronghold at Lv. 5 - (Morale 50-59) Lv. 9 - (Morale 90-99)
all, but all inhabitants are strictly allies of Characters can expect… Characters can expect…
convenience.The population (as much as it A very welcoming atmosphere and free
can be considered that) lack overall unity of movement within society. Celebrations are
purpose or any real leadership whatsoever.
This is not a matter of despair, strictly
speaking, but rather a pragmatic distrust
of the group’s ability to organize in any
meaningful way. Mobilized workforces
are not really a feature of Strongholds at
this level, rather it will be people laboring
for their own self interest, which may
occasionally find common cause with others.

198 – Strongholds

not uncommon The work of the Stronghold is celebrated
Laborers have formed their own subculture and well known, almost forming a caste
along industry lines (see “Culture Level”) system where the workers in certain indus-
but work towards the general welfare of tries are highly respected
the Stronghold. Such is their respect that To have a reduction in Governance by 10
violence will be off limits towards any rival To have a bonus to starting party Morale
subculture
To have a reduction in Governance by 9 of J10

To have a bonus to starting party Morale

of J9

Lv. 10 - (Morale 100+)

Characters can expect…

A cosmopolitan atmosphere where people
are welcoming and freedom of movement
is common. Holidays and special occasions
are common

Strongholds – 199


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